* item toggle refactoring and some new systems * add ToggleClothing component/system * unhardcode magboots gravity logic * make magboots and speedboots use ItemToggle and stuff * remove now useless clothing components * update client/server magboots systems * add note to use ItemToggledEvent in ToggleActionEvent doc * refactor PowerCellDraw to use ItemToggle for ui open/close control * add TryUseCharges, refactor charges system * update magboot trigger code * make borg use ItemToggle, network SelectedModule instead of now removed Activated * add AccessToggle for borg * the giga ninja refactor * update ninja yml * update ItemToggle usage for some stuff * fix activatableui requires power * random fixing * yaml fixing * nuke ItemToggleDisarmMalus * make defib use ItemToggle * make things that use power not turn on if missing use charge * pro * fix sound prediction * bruh * proximity detector use ItemToggle * oop * big idiot syndrome * fix ninja spawn rule and make it generic * fix ninja spawn rule yml * move loading profiles into AntagLoadProfileRule * more ninja refactor * ninja yml fixes * the dreaded copy paste ops * remove useless NinjaRuleComponent and ue AntagSelection for greeting * fix invisibility * move IsCompleted to SharedObjectivesSystem * ability fixes * oop fix powercell instantly draining itself * sentient speedboots gaming * make reflect use ItemToggle * fix other test * loadprofilerule moved into its own pr * remove conflict with dragon refactor * remove all GenericAntag code from ninja * ) * probably * remove old enabled * great language bravo vince * GREAT LANGUAGE * who made this language * because it stinks * reparent blood-red magboots to magboots probbbly works * most of the review stuff * hasGrav doesnt mean what i thought it did * make health analyzer use itemtoggle, not fail test * fix mag/speed boots being wacky * UNTROLL * add ItemToggle to the random health analyzers * a * remove unused obsolete borg func * untrolling * :trollface: * fix test * fix * g * untroll --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
94 lines
3.2 KiB
C#
94 lines
3.2 KiB
C#
using Content.Shared.Damage;
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using Content.Shared.DoAfter;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Medical;
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/// <summary>
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/// This is used for defibrillators; a machine that shocks a dead
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/// person back into the world of the living.
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/// Uses <c>ItemToggleComponent</c>
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentPause]
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public sealed partial class DefibrillatorComponent : Component
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{
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/// <summary>
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/// The time at which the zap cooldown will be completed
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/// </summary>
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[DataField("nextZapTime", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
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[AutoPausedField]
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public TimeSpan? NextZapTime;
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/// <summary>
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/// The minimum time between zaps
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/// </summary>
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[DataField("zapDelay"), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan ZapDelay = TimeSpan.FromSeconds(5);
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/// <summary>
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/// How much damage is healed from getting zapped.
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/// </summary>
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[DataField("zapHeal", required: true), ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier ZapHeal = default!;
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/// <summary>
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/// The electrical damage from getting zapped.
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/// </summary>
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[DataField("zapDamage"), ViewVariables(VVAccess.ReadWrite)]
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public int ZapDamage = 5;
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/// <summary>
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/// How long the victim will be electrocuted after getting zapped.
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/// </summary>
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[DataField("writheDuration"), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan WritheDuration = TimeSpan.FromSeconds(3);
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/// <summary>
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/// How long the doafter for zapping someone takes
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/// </summary>
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/// <remarks>
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/// This is synced with the audio; do not change one but not the other.
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/// </remarks>
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[DataField("doAfterDuration"), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan DoAfterDuration = TimeSpan.FromSeconds(3);
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[DataField]
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public bool AllowDoAfterMovement = true;
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[DataField]
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public bool CanDefibCrit = true;
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/// <summary>
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/// The sound when someone is zapped.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("zapSound")]
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public SoundSpecifier? ZapSound = new SoundPathSpecifier("/Audio/Items/Defib/defib_zap.ogg");
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[ViewVariables(VVAccess.ReadWrite), DataField("chargeSound")]
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public SoundSpecifier? ChargeSound = new SoundPathSpecifier("/Audio/Items/Defib/defib_charge.ogg");
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[ViewVariables(VVAccess.ReadWrite), DataField("failureSound")]
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public SoundSpecifier? FailureSound = new SoundPathSpecifier("/Audio/Items/Defib/defib_failed.ogg");
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[ViewVariables(VVAccess.ReadWrite), DataField("successSound")]
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public SoundSpecifier? SuccessSound = new SoundPathSpecifier("/Audio/Items/Defib/defib_success.ogg");
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[ViewVariables(VVAccess.ReadWrite), DataField("readySound")]
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public SoundSpecifier? ReadySound = new SoundPathSpecifier("/Audio/Items/Defib/defib_ready.ogg");
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}
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[Serializable, NetSerializable]
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public enum DefibrillatorVisuals : byte
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{
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Ready
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}
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[Serializable, NetSerializable]
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public sealed partial class DefibrillatorZapDoAfterEvent : SimpleDoAfterEvent
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{
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}
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