using Content.Shared.Inventory; using Robust.Shared.Audio; using Robust.Shared.GameStates; using Robust.Shared.Serialization; namespace Content.Shared.Weapons.Reflect; /// /// Entities with this component have a chance to reflect projectiles and hitscan shots /// Uses ItemToggleComponent to control reflection. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class ReflectComponent : Component { /// /// What we reflect. /// [DataField] public ReflectType Reflects = ReflectType.Energy | ReflectType.NonEnergy; /// /// Select in which inventory slots it will reflect. /// By default, it will reflect in any inventory position, except pockets. /// [DataField] public SlotFlags SlotFlags = SlotFlags.WITHOUT_POCKET; /// /// Is it allowed to reflect while being in hands. /// [DataField, AutoNetworkedField] public bool ReflectingInHands = true; /// /// Can only reflect when placed correctly. /// [DataField, AutoNetworkedField] public bool InRightPlace; /// /// Probability for a projectile to be reflected. /// [DataField, AutoNetworkedField] public float ReflectProb = 0.25f; /// /// Probability for a projectile to be reflected. /// [DataField, AutoNetworkedField] public Angle Spread = Angle.FromDegrees(45); /// /// The sound to play when reflecting. /// [DataField] public SoundSpecifier? SoundOnReflect = new SoundPathSpecifier("/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg", AudioParams.Default.WithVariation(0.05f)); } [Flags, Serializable, NetSerializable] public enum ReflectType : byte { None = 0, NonEnergy = 1 << 0, Energy = 1 << 1, }