Clumsy system refactor (#31147)
* First commit * Fixes * Added the noise * Renames * Timespan * Fixed space * entity -> ent * This shouldn't work * opps.... * Datafield name change * Better comments * small comment * Personal skill issue * Event renames and stuff * Couple fixes * Defib ref fixes (Silly me) * Added clumsy back! * no hard code clumsy! * Identity fix * Event name change * Comment change * Function name change * opp * Update names * Damage stuff! * Fixes! * Fixes * opps * This was hidden away!! * negative diff feeds me
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@@ -1,5 +1,4 @@
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using Content.Shared.Damage;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Climbing.Components;
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@@ -8,39 +7,18 @@ namespace Content.Shared.Climbing.Components;
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/// Makes entity do damage and stun entities with ClumsyComponent
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/// upon DragDrop or Climb interactions.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(Systems.BonkSystem))]
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[RegisterComponent, NetworkedComponent]
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public sealed partial class BonkableComponent : Component
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{
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/// <summary>
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/// Chance of bonk triggering if the user is clumsy.
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/// How long to stun players on bonk, in seconds.
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/// </summary>
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[DataField("bonkClumsyChance")]
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public float BonkClumsyChance = 0.5f;
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[DataField]
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public TimeSpan BonkTime = TimeSpan.FromSeconds(2);
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/// <summary>
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/// Sound to play when bonking.
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/// How much damage to apply on bonk.
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/// </summary>
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/// <seealso cref="Bonk"/>
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[DataField("bonkSound")]
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public SoundSpecifier? BonkSound;
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/// <summary>
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/// How long to stun players on bonk, in seconds.
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/// </summary>
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/// <seealso cref="Bonk"/>
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[DataField("bonkTime")]
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public float BonkTime = 2;
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/// <summary>
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/// How much damage to apply on bonk.
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/// </summary>
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/// <seealso cref="Bonk"/>
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[DataField("bonkDamage")]
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[DataField]
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public DamageSpecifier? BonkDamage;
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/// <summary>
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/// How long it takes to bonk.
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/// </summary>
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[DataField("bonkDelay")]
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public float BonkDelay = 1.5f;
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}
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