Crawling Part 1: The Knockdownening (#36881)
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: ScarKy0 <scarky0@onet.eu>
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@@ -21,6 +21,25 @@ namespace Content.Shared.Slippery
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[Access(Other = AccessPermissions.ReadWriteExecute)]
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public SoundSpecifier SlipSound = new SoundPathSpecifier("/Audio/Effects/slip.ogg");
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/// <summary>
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/// Should this component's friction factor into sliding friction?
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool AffectsSliding;
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/// <summary>
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/// How long should this component apply the FrictionStatusComponent?
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/// Note: This does stack with SlidingComponent since they are two separate Components
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan FrictionStatusTime = TimeSpan.FromSeconds(0.5f);
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/// <summary>
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/// How much stamina damage should this component do on slip?
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/// </summary>
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[DataField, AutoNetworkedField]
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public float StaminaDamage = 25f;
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/// <summary>
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/// Loads the data needed to determine how slippery something is.
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/// </summary>
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@@ -34,10 +53,22 @@ namespace Content.Shared.Slippery
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public sealed partial class SlipperyEffectEntry
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{
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/// <summary>
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/// How many seconds the mob will be paralyzed for.
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/// How many seconds the mob will be stunned for.
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/// </summary>
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[DataField]
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public TimeSpan ParalyzeTime = TimeSpan.FromSeconds(1.5);
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public TimeSpan StunTime = TimeSpan.FromSeconds(0.5);
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/// <summary>
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/// How many seconds the mob will be knocked down for.
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/// </summary>
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[DataField]
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public TimeSpan KnockdownTime = TimeSpan.FromSeconds(1.5);
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/// <summary>
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/// Should the slipped entity try to stand up when Knockdown ends?
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/// </summary>
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[DataField]
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public bool AutoStand = true;
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/// <summary>
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/// The entity's speed will be multiplied by this to slip it forwards.
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@@ -63,6 +94,6 @@ namespace Content.Shared.Slippery
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/// This is used to store the friction modifier that is used on a sliding entity.
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/// </summary>
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[DataField]
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public float SlipFriction;
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public float SlipFriction = 0.5f;
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}
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}
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