* 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>
42 lines
1.3 KiB
C#
42 lines
1.3 KiB
C#
using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Jittering;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects.StatusEffects;
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/// <summary>
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/// Adds the jitter status effect to a mob.
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/// This doesn't use generic status effects because it needs to
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/// take in some parameters that JitterSystem needs.
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/// </summary>
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public sealed partial class Jitter : EntityEffect
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{
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[DataField]
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public float Amplitude = 10.0f;
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[DataField]
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public float Frequency = 4.0f;
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[DataField]
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public float Time = 2.0f;
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/// <remarks>
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/// true - refresh jitter time, false - accumulate jitter time
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/// </remarks>
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[DataField]
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public bool Refresh = true;
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public override void Effect(EntityEffectBaseArgs args)
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{
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var time = Time;
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if (args is EntityEffectReagentArgs reagentArgs)
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time *= reagentArgs.Scale.Float();
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args.EntityManager.EntitySysManager.GetEntitySystem<SharedJitteringSystem>()
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.DoJitter(args.TargetEntity, TimeSpan.FromSeconds(time), Refresh, Amplitude, Frequency);
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}
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys) =>
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Loc.GetString("reagent-effect-guidebook-jittering", ("chance", Probability));
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}
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