Files
tbd-station-14/Content.Shared/EntityEffects/Effects/StatusEffects/Jitter.cs
pathetic meowmeow bf41de18aa Move entity effects definitions to shared (#35614)
* 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

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Co-authored-by: EmoGarbage404 <retron404@gmail.com>
2025-05-23 12:32:22 -04:00

42 lines
1.3 KiB
C#

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