Hristov & .60 changes - Hristov Rework, Part 2 (#31662)
* Initial commit * Updated values to reflect new resistances * Review fixes * Review fixes * LINQ BEGONETH
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@@ -1,4 +1,5 @@
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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@@ -75,8 +76,26 @@ public sealed partial class ProjectileComponent : Component
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public bool OnlyCollideWhenShot = false;
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/// <summary>
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/// Whether this projectile has already damaged an entity.
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/// If true, the projectile has hit enough targets and should no longer interact with further collisions pending deletion.
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/// </summary>
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[DataField]
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public bool DamagedEntity;
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public bool ProjectileSpent;
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/// <summary>
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/// When a projectile has this threshold set, it will continue to penetrate entities until the damage dealt reaches this threshold.
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/// </summary>
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[DataField]
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public FixedPoint2 PenetrationThreshold = FixedPoint2.Zero;
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/// <summary>
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/// If set, the projectile will not penetrate objects that lack the ability to take these damage types.
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/// </summary>
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[DataField]
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public List<string>? PenetrationDamageTypeRequirement;
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/// <summary>
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/// Tracks the amount of damage dealt for penetration purposes.
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/// </summary>
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[DataField]
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public FixedPoint2 PenetrationAmount = FixedPoint2.Zero;
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}
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