Push horn (#36009)
* Empty commit * epic super duper cool fr push horn draft * whoops turns out theres a system that does that thingi already x.x * bunch of like fixis and generalization * general progress * most stuffies done * last thingi hopefully * small fixies, mostly preventing bypassing the delay by spamming * rename to fit better * rename for real i forgor to add * weird fixie but last commit didn workie * oki shold be fine now * lastish cleanup * fixies * missed a space * removed unnecessary component check * getting the typos out of the way first * moved the component to shared * rest of fixies
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using Content.Shared.Physics;
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using Content.Shared.Whitelist;
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namespace Content.Shared.Explosion.Components.OnTrigger;
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/// <summary>
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/// Generates a gravity pulse/repulse using the RepulseAttractComponent when the entity is triggered
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/// </summary>
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[RegisterComponent]
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public sealed partial class SharedRepulseAttractOnTriggerComponent : Component
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{
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/// <summary>
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/// How fast should the Repulsion/Attraction be?
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/// A positive value will repulse objects, a negative value will attract
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/// </summary>
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[DataField]
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public float Speed;
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/// <summary>
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/// How close do the entities need to be?
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/// </summary>
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[DataField]
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public float Range;
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/// <summary>
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/// What kind of entities should this effect apply to?
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/// </summary>
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[DataField]
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public EntityWhitelist? Whitelist;
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/// <summary>
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/// What collision layers should be excluded?
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/// The default excludes ghost mobs, revenants, the AI camera etc.
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/// </summary>
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[DataField]
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public CollisionGroup CollisionMask = CollisionGroup.GhostImpassable;
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}
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