* Move entity effects to shared * relocate spawning to server * Generic version of EntityEffect for just raising event. * genericise everything * oops forgot to push you * some condensation * finish rebas * unwhite the space * oops forgot nuke * bad rebase fix * useless annotations begone --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com>
49 lines
1.4 KiB
C#
49 lines
1.4 KiB
C#
using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects;
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[DataDefinition]
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public sealed partial class FlashReactionEffect : EventEntityEffect<FlashReactionEffect>
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{
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/// <summary>
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/// Flash range per unit of reagent.
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/// </summary>
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[DataField]
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public float RangePerUnit = 0.2f;
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/// <summary>
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/// Maximum flash range.
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/// </summary>
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[DataField]
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public float MaxRange = 10f;
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/// <summary>
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/// How much to entities are slowed down.
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/// </summary>
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[DataField]
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public float SlowTo = 0.5f;
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/// <summary>
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/// The time entities will be flashed in seconds.
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/// The default is chosen to be better than the hand flash so it is worth using it for grenades etc.
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/// </summary>
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[DataField]
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public float Duration = 4f;
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/// <summary>
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/// The prototype ID used for the visual effect.
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/// </summary>
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[DataField]
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public EntProtoId? FlashEffectPrototype = "ReactionFlash";
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/// <summary>
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/// The sound the flash creates.
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/// </summary>
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[DataField]
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public SoundSpecifier? Sound = new SoundPathSpecifier("/Audio/Weapons/flash.ogg");
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("reagent-effect-guidebook-flash-reaction-effect", ("chance", Probability));
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}
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