Hristov & .60 changes - Hristov Rework, Part 2 (#31662)

* Initial commit

* Updated values to reflect new resistances

* Review fixes

* Review fixes

* LINQ BEGONETH
This commit is contained in:
SlamBamActionman
2025-02-04 22:55:09 +01:00
committed by GitHub
parent 87fa6a3b74
commit e58d031300
7 changed files with 140 additions and 12 deletions

View File

@@ -1,4 +1,5 @@
using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
@@ -75,8 +76,26 @@ public sealed partial class ProjectileComponent : Component
public bool OnlyCollideWhenShot = false;
/// <summary>
/// Whether this projectile has already damaged an entity.
/// If true, the projectile has hit enough targets and should no longer interact with further collisions pending deletion.
/// </summary>
[DataField]
public bool DamagedEntity;
public bool ProjectileSpent;
/// <summary>
/// When a projectile has this threshold set, it will continue to penetrate entities until the damage dealt reaches this threshold.
/// </summary>
[DataField]
public FixedPoint2 PenetrationThreshold = FixedPoint2.Zero;
/// <summary>
/// If set, the projectile will not penetrate objects that lack the ability to take these damage types.
/// </summary>
[DataField]
public List<string>? PenetrationDamageTypeRequirement;
/// <summary>
/// Tracks the amount of damage dealt for penetration purposes.
/// </summary>
[DataField]
public FixedPoint2 PenetrationAmount = FixedPoint2.Zero;
}