Separated Bonk functionality and component from ClimbSystem and ClimbComponent (#13635)

This commit is contained in:
Ilya Chvilyov
2023-02-01 00:33:00 +03:00
committed by GitHub
parent f81a25e585
commit eae58211e1
12 changed files with 141 additions and 90 deletions

View File

@@ -1,4 +1,4 @@
using Content.Shared.CCVar;
using Content.Shared.CCVar;
using Content.Shared.Damage;
using Content.Shared.Interaction;
using Robust.Shared.Audio;
@@ -19,37 +19,5 @@ namespace Content.Shared.Climbing
/// </summary>
[DataField("delay")]
public float ClimbDelay = 0.8f;
/// <summary>
/// If set, people can bonk on this if <see cref="CCVars.GameTableBonk"/> is set or if they are clumsy.
/// </summary>
[DataField("bonk")] public bool Bonk = false;
/// <summary>
/// Chance of bonk triggering if the user is clumsy.
/// </summary>
[DataField("bonkClumsyChance")]
public float BonkClumsyChance = 0.75f;
/// <summary>
/// Sound to play when bonking.
/// </summary>
/// <seealso cref="Bonk"/>
[DataField("bonkSound")]
public SoundSpecifier? BonkSound;
/// <summary>
/// How long to stun players on bonk, in seconds.
/// </summary>
/// <seealso cref="Bonk"/>
[DataField("bonkTime")]
public float BonkTime = 2;
/// <summary>
/// How much damage to apply on bonk.
/// </summary>
/// <seealso cref="Bonk"/>
[DataField("bonkDamage")]
public DamageSpecifier? BonkDamage;
}
}