TriggerOnPlayerSpawnComplete and ExplosionOnTrigger (#39820)
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@@ -63,16 +63,6 @@ public sealed partial class ExplosionSystem : SharedExplosionSystem
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public const int MaxExplosionAudioRange = 30;
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/// <summary>
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/// The "default" explosion prototype.
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/// </summary>
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/// <remarks>
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/// Generally components should specify an explosion prototype via a yaml datafield, so that the yaml-linter can
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/// find errors. However some components, like rogue arrows, or some commands like the admin-smite need to have
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/// a "default" option specified outside of yaml data-fields. Hence this const string.
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/// </remarks>
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public static readonly ProtoId<ExplosionPrototype> DefaultExplosionPrototypeId = "Default";
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public override void Initialize()
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{
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base.Initialize();
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@@ -222,10 +212,8 @@ public sealed partial class ExplosionSystem : SharedExplosionSystem
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return r0 * (MathF.Sqrt(12 * totalIntensity / v0 - 3) / 6 + 0.5f);
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}
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/// <summary>
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/// Queue an explosions, centered on some entity.
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/// </summary>
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public void QueueExplosion(EntityUid uid,
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/// <inheritdoc />
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public override void QueueExplosion(EntityUid uid,
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string typeId,
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float totalIntensity,
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float slope,
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