Create Generic DamageOnInteract/Attacked Comps/Systems (#30244)

* Everything but the submodule

* stuff I forgot

* heat

* missed lights

* behonky

* LocId

* I guess it was a skill issue?

* predicted audio

* It works with lights now

* Borg equality

* Gorilla gauntlet grants protection from anomaly returned damage when attacking it

* woops, there we go

* NONE

* Use DamageModifierSets, remove Behonker damage

* Reviews dealt with

---------

Co-authored-by: plykiya <plykiya@protonmail.com>
This commit is contained in:
Plykiya
2024-08-08 22:32:41 -07:00
committed by GitHub
parent 8a4ef69e86
commit b266c9b545
25 changed files with 507 additions and 185 deletions

View File

@@ -202,20 +202,6 @@ public sealed partial class AnomalyComponent : Component
public float GrowingPointMultiplier = 1.5f;
#endregion
/// <summary>
/// The amount of damage dealt when either a player touches the anomaly
/// directly or by hitting the anomaly.
/// </summary>
[DataField(required: true)]
public DamageSpecifier AnomalyContactDamage = default!;
/// <summary>
/// The sound effect played when a player
/// burns themselves on an anomaly via contact.
/// </summary>
[DataField]
public SoundSpecifier AnomalyContactDamageSound = new SoundPathSpecifier("/Audio/Effects/lightburn.ogg");
/// <summary>
/// A prototype entity that appears when an anomaly supercrit collapse.
/// </summary>