* 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
This commit is contained in:
Thinbug
2025-04-29 10:07:57 -03:00
committed by GitHub
parent 9e9726f81b
commit ce080276db
19 changed files with 215 additions and 0 deletions

View File

@@ -0,0 +1,37 @@
using Content.Shared.Physics;
using Content.Shared.Whitelist;
namespace Content.Shared.Explosion.Components.OnTrigger;
/// <summary>
/// Generates a gravity pulse/repulse using the RepulseAttractComponent when the entity is triggered
/// </summary>
[RegisterComponent]
public sealed partial class SharedRepulseAttractOnTriggerComponent : Component
{
/// <summary>
/// How fast should the Repulsion/Attraction be?
/// A positive value will repulse objects, a negative value will attract
/// </summary>
[DataField]
public float Speed;
/// <summary>
/// How close do the entities need to be?
/// </summary>
[DataField]
public float Range;
/// <summary>
/// What kind of entities should this effect apply to?
/// </summary>
[DataField]
public EntityWhitelist? Whitelist;
/// <summary>
/// What collision layers should be excluded?
/// The default excludes ghost mobs, revenants, the AI camera etc.
/// </summary>
[DataField]
public CollisionGroup CollisionMask = CollisionGroup.GhostImpassable;
}