using Robust.Shared.Audio; using Robust.Shared.Prototypes; namespace Content.Shared.EntityEffects.Effects; [DataDefinition] public sealed partial class FlashReactionEffect : EventEntityEffect { /// /// Flash range per unit of reagent. /// [DataField] public float RangePerUnit = 0.2f; /// /// Maximum flash range. /// [DataField] public float MaxRange = 10f; /// /// How much to entities are slowed down. /// [DataField] public float SlowTo = 0.5f; /// /// The time entities will be flashed. /// The default is chosen to be better than the hand flash so it is worth using it for grenades etc. /// [DataField] public TimeSpan Duration = TimeSpan.FromSeconds(4); /// /// The prototype ID used for the visual effect. /// [DataField] public EntProtoId? FlashEffectPrototype = "ReactionFlash"; /// /// The sound the flash creates. /// [DataField] public SoundSpecifier? Sound = new SoundPathSpecifier("/Audio/Weapons/flash.ogg"); protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys) => Loc.GetString("reagent-effect-guidebook-flash-reaction-effect", ("chance", Probability)); }