38 lines
1.1 KiB
C#
38 lines
1.1 KiB
C#
using Content.Shared.Damage.Prototypes;
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using Content.Shared.FixedPoint;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared._Offbrand.Wounds;
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(HeartDamageOnDamageSystem))]
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public sealed partial class HeartDamageOnDamageComponent : Component
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{
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[DataField(required: true)]
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public List<OrganDamageThresholdSpecifier> Thresholds;
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}
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[DataDefinition, Serializable, NetSerializable]
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public sealed partial class OrganDamageThresholdSpecifier
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{
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/// <summary>
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/// The damage type this unique wound happens to
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/// </summary>
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[DataField(required: true)]
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public HashSet<ProtoId<DamageTypePrototype>> DamageTypes;
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/// <summary>
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/// The minimum overall damage of the DamageTypes required to apply organ damage
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/// </summary>
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[DataField(required: true)]
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public FixedPoint2 MinimumTotalDamage;
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/// <summary>
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/// The factor for converting incoming damage into organ damage
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/// </summary>
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[DataField(required: true)]
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public double ConversionFactor;
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}
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