make syndie bag and rigs explosion resistant (#22088)
* remove empty file real * support explosion resistance for non-worn things * remove redundant entitystorage resistance * port entitystorage optimisation to apply for everything with 100% resistance * add explosion resistance for bag contents * make thing reusable * add resistance to chest rig too * medical chest rig too --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
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@@ -5,7 +5,9 @@ using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototy
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namespace Content.Server.Explosion.Components;
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/// <summary>
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/// Component that provides entities with explosion resistance.
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/// Component that provides entities with explosion resistance.
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/// By default this is applied when worn, but to solely protect the entity itself and
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/// not the wearer use <c>worn: false</c>.
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/// </summary>
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/// <remarks>
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/// This is desirable over just using damage modifier sets, given that equipment like bomb-suits need to
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@@ -21,6 +23,20 @@ public sealed partial class ExplosionResistanceComponent : Component
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[DataField("damageCoefficient")]
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public float DamageCoefficient = 1;
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/// <summary>
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/// When true, resistances will be applied to the entity wearing this item.
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/// When false, only this entity will get th resistance.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public bool Worn = true;
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/// <summary>
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/// Examine string for explosion resistance.
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/// Passed <c>value</c> from 0 to 100.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public LocId Examine = "explosion-resistance-coefficient-value";
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/// <summary>
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/// Modifiers specific to each explosion type for more customizability.
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/// </summary>
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