* initial explosiveComponent * remove garbagee * assets * tile mass deletion baby * grenades * tweaks * Update Content.Server/GameObjects/Components/Explosion/ExplosiveComponent.cs Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Ex_act based on damage, fixes and tweaks * One finishing touch Done the most cringe way * ex_act explosions, tables are destructible now also adds fuel tanks * adds ex_act to mobs
44 lines
1.4 KiB
C#
44 lines
1.4 KiB
C#
using System;
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using Robust.Server.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization;
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using Robust.Shared.GameObjects;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Triggers;
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namespace Content.Server.GameObjects.Components.Triggers
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{
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public class OnUseTimerTriggerComponent : Component, IUse
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{
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#pragma warning disable 649
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[Dependency] private readonly IEntitySystemManager _entitySystemManager;
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#pragma warning restore 649
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public override string Name => "OnUseTimerTrigger";
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private float _delay = 0f;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _delay, "delay", 0f);
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}
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public override void Initialize()
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{
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base.Initialize();
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}
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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var triggerSystem = _entitySystemManager.GetEntitySystem<TriggerSystem>();
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if (Owner.TryGetComponent<AppearanceComponent>(out var appearance)) {
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appearance.SetData(TriggerVisuals.VisualState, TriggerVisualState.Primed);
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}
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triggerSystem.HandleTimerTrigger(TimeSpan.FromSeconds(_delay), eventArgs.User, Owner);
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return true;
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}
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}
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} |