using Content.Shared.StepTrigger.Components; using Robust.Shared.Audio; using Robust.Shared.GameStates; namespace Content.Shared.Slippery { /// /// Causes somebody to slip when they walk over this entity. /// /// /// Requires , see that component for some additional properties. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class SlipperyComponent : Component { public const float DefaultParalyzeTime = 1.5f; public const float DefaultLaunchForwardsMultiplier = 1.5f; /// /// Path to the sound to be played when a mob slips. /// [DataField, AutoNetworkedField] [Access(Other = AccessPermissions.ReadWriteExecute)] public SoundSpecifier SlipSound = new SoundPathSpecifier("/Audio/Effects/slip.ogg"); /// /// How many seconds the mob will be paralyzed for. /// [DataField, AutoNetworkedField] [Access(Other = AccessPermissions.ReadWrite)] public float ParalyzeTime = DefaultParalyzeTime; /// /// The entity's speed will be multiplied by this to slip it forwards. /// [DataField, AutoNetworkedField] [Access(Other = AccessPermissions.ReadWrite)] public float LaunchForwardsMultiplier = DefaultLaunchForwardsMultiplier; /// /// If this is true, any slipping entity loses its friction until /// it's not colliding with any SuperSlippery entities anymore. /// [DataField, AutoNetworkedField] [Access(Other = AccessPermissions.ReadWrite)] public bool SuperSlippery; } }