* Empty commit * epic super duper cool fr push horn draft * whoops turns out theres a system that does that thingi already x.x * bunch of like fixis and generalization * general progress * most stuffies done * last thingi hopefully * small fixies, mostly preventing bypassing the delay by spamming * rename to fit better * rename for real i forgor to add * weird fixie but last commit didn workie * oki shold be fine now * lastish cleanup * fixies * missed a space * removed unnecessary component check * getting the typos out of the way first * moved the component to shared * rest of fixies
38 lines
1.1 KiB
C#
38 lines
1.1 KiB
C#
using Content.Shared.Physics;
|
|
using Content.Shared.Whitelist;
|
|
|
|
namespace Content.Shared.Explosion.Components.OnTrigger;
|
|
|
|
/// <summary>
|
|
/// Generates a gravity pulse/repulse using the RepulseAttractComponent when the entity is triggered
|
|
/// </summary>
|
|
[RegisterComponent]
|
|
public sealed partial class SharedRepulseAttractOnTriggerComponent : Component
|
|
{
|
|
/// <summary>
|
|
/// How fast should the Repulsion/Attraction be?
|
|
/// A positive value will repulse objects, a negative value will attract
|
|
/// </summary>
|
|
[DataField]
|
|
public float Speed;
|
|
|
|
/// <summary>
|
|
/// How close do the entities need to be?
|
|
/// </summary>
|
|
[DataField]
|
|
public float Range;
|
|
|
|
/// <summary>
|
|
/// What kind of entities should this effect apply to?
|
|
/// </summary>
|
|
[DataField]
|
|
public EntityWhitelist? Whitelist;
|
|
|
|
/// <summary>
|
|
/// What collision layers should be excluded?
|
|
/// The default excludes ghost mobs, revenants, the AI camera etc.
|
|
/// </summary>
|
|
[DataField]
|
|
public CollisionGroup CollisionMask = CollisionGroup.GhostImpassable;
|
|
}
|