* Init Commit * Remove unused code, fix stun visuals bug * Update Content.Shared/Stunnable/SharedStunSystem.cs * Some initial changes * first batch of changes * Commit * One line cleanup * KnockdownStatusEffect ain't worth it. * Fix 2 bugs * Fixes * Remove that actually, * Commit * Better solution * Alright final commit I think * Add better remarks * How the fuck did this not get pushed??? * Wait no why was my ryder trying to push that??? I didn't make that change! DON'T DO THAT!!! * Review * Don't log that --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
41 lines
1.2 KiB
C#
41 lines
1.2 KiB
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.Stunnable;
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/// <summary>
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/// This is used to denote that an entity can crawl.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedStunSystem))]
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public sealed partial class CrawlerComponent : Component
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{
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/// <summary>
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/// Default time we will be knocked down for.
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan DefaultKnockedDuration { get; set; } = TimeSpan.FromSeconds(0.5);
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/// <summary>
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/// Minimum damage taken to extend our knockdown timer by the default time.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float KnockdownDamageThreshold = 5f;
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/// <summary>
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/// Time it takes us to stand up
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan StandTime = TimeSpan.FromSeconds(2);
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/// <summary>
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/// Base modifier to the maximum movement speed of a knocked down mover.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float SpeedModifier = 0.4f;
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/// <summary>
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/// Friction modifier applied to an entity in the downed state.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float FrictionModifier = 1f;
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}
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