* Fix bypassing bonking with verb * Revert "Fix bypassing bonking with verb" This reverts commit efa0f0f5777b893bcee5a852994cfa1e3fda3e71. * Properly refactored BonkSystem. * Oh hey, this is redundant now * Better solution * Reduced default bonk chance from 75% to 50% * Also do a little grammar fix * Moved BonkChance from BonkableComponent to ClumsyComponent. * Revert "Moved BonkChance from BonkableComponent to ClumsyComponent." This reverts commit 0acbd9273f20ec478692603781adf15e06e5ed41. * Another little grammar fix * Matched default bonk doAfter length to default climb doAfter length * Fixed duplicate popups * Check CanVault with verb use too. Add granularity to ClimbingComponent and remove Leg/Foot requirement. * Don't show verb if you can't climb * Removed CanForceClimb * byref record struct
47 lines
1.2 KiB
C#
47 lines
1.2 KiB
C#
using Content.Shared.Damage;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Climbing.Components;
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/// <summary>
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/// Makes entity do damage and stun entities with ClumsyComponent
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/// upon DragDrop or Climb interactions.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(Systems.BonkSystem))]
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public sealed partial class BonkableComponent : Component
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{
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/// <summary>
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/// Chance of bonk triggering if the user is clumsy.
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/// </summary>
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[DataField("bonkClumsyChance")]
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public float BonkClumsyChance = 0.5f;
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/// <summary>
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/// Sound to play when bonking.
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/// </summary>
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/// <seealso cref="Bonk"/>
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[DataField("bonkSound")]
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public SoundSpecifier? BonkSound;
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/// <summary>
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/// How long to stun players on bonk, in seconds.
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/// </summary>
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/// <seealso cref="Bonk"/>
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[DataField("bonkTime")]
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public float BonkTime = 2;
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/// <summary>
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/// How much damage to apply on bonk.
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/// </summary>
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/// <seealso cref="Bonk"/>
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[DataField("bonkDamage")]
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public DamageSpecifier? BonkDamage;
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/// <summary>
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/// How long it takes to bonk.
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/// </summary>
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[DataField("bonkDelay")]
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public float BonkDelay = 1.5f;
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}
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