Also includes some (non critical) changes to the solution file to re-organize the Roslyn components.
35 lines
1.2 KiB
C#
35 lines
1.2 KiB
C#
using Content.Shared.Damage.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Damage.Components;
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[RegisterComponent, NetworkedComponent]
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[AutoGenerateComponentState, AutoGenerateComponentPause]
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[Access(typeof(DamageOnHoldingSystem))]
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public sealed partial class DamageOnHoldingComponent : Component
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{
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[DataField("enabled"), ViewVariables(VVAccess.ReadWrite)]
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[AutoNetworkedField]
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public bool Enabled = true;
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/// <summary>
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/// Damage per interval dealt to entity holding the entity with this component
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/// </summary>
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[DataField("damage"), ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier Damage = new();
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// TODO: make it networked
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/// <summary>
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/// Delay between damage events in seconds
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/// </summary>
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[DataField("interval"), ViewVariables(VVAccess.ReadWrite)]
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[AutoNetworkedField]
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public float Interval = 1f;
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[DataField("nextDamage", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
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[AutoNetworkedField]
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[AutoPausedField]
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public TimeSpan NextDamage = TimeSpan.Zero;
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}
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