More anomalies (#13766)
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Anomaly.Effects.Components;
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(BluespaceAnomalySystem))]
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public sealed class BluespaceAnomalyComponent : Component
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{
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/// <summary>
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/// The maximum radius that the shuffle effect will extend for
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/// scales with stability
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/// </summary>
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[DataField("maxShuffleRadius"), ViewVariables(VVAccess.ReadWrite)]
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public float MaxShuffleRadius = 10;
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/// <summary>
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/// The maximum MAX distance the portal this anomaly is tied to can teleport you.
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/// </summary>
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[DataField("maxPortalRadius"), ViewVariables(VVAccess.ReadWrite)]
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public float MaxPortalRadius = 25;
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/// <summary>
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/// The minimum MAX distance the portal this anomaly is tied to can teleport you.
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/// </summary>
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[DataField("minPortalRadius"), ViewVariables(VVAccess.ReadWrite)]
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public float MinPortalRadius = 10;
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/// <summary>
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/// How far the supercritical event can teleport you
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/// </summary>
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[DataField("superCriticalTeleportRadius"), ViewVariables(VVAccess.ReadWrite)]
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public float SupercriticalTeleportRadius = 50f;
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/// <summary>
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/// The sound played after players are shuffled/teleported around
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/// </summary>
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[DataField("teleportSound"), ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier TeleportSound = new SoundPathSpecifier("/Audio/Effects/teleport_arrival.ogg");
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}
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