* Work on refactoring radiation. * mmmm grayons * fixes * Now you can specify whether the pulse will decay or not * whoops * Move IRadiationAct to shared, make DamageableComponent implement it instead and add metallic resistances to walls * General improvements, send draw and decay with state. Rename DPS to RadsPerSecond * E N T I T Y C O O R D I N A T E S * Entity coordinates goood * Remove unused using statements * resistances: metallicResistances * - type: Breakable moment Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
11 lines
301 B
C#
11 lines
301 B
C#
using Content.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Shared.Interfaces.GameObjects.Components
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{
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public interface IRadiationAct : IComponent
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{
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void RadiationAct(float frameTime, SharedRadiationPulseComponent radiation);
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}
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}
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