Files
tbd-station-14/Content.Server/Chemistry/ReagentEffects/StatusEffects/Jitter.cs
mirrorcult 1ab7170adb Refactor reaction effects to use reagent effects (#5426)
* reaction effect refactor

* works now
2021-11-21 00:35:02 -07:00

33 lines
1.0 KiB
C#

using System;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Jittering;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Chemistry.ReagentEffects.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 class Jitter : ReagentEffect
{
[DataField("amplitude")]
public float Amplitude = 10.0f;
[DataField("frequency")]
public float Frequency = 4.0f;
[DataField("time")]
public float Time = 2.0f;
public override void Effect(ReagentEffectArgs args)
{
args.EntityManager.EntitySysManager.GetEntitySystem<SharedJitteringSystem>()
.DoJitter(args.SolutionEntity, TimeSpan.FromSeconds(Time), Amplitude, Frequency);
}
}
}