* Update DamageableSystem to modern standards * DamageContainerId -> DamageContainerID with lint flag * Replace strings with protoids * Make CVar subscription declarations all consistently whitespaced * ChangeDamage -> TryChangeDamage, cope with C# jank * Revert event signature changes * Restore a comment * Re-add two queries * Init the queries * Use appearanceQuery in DamageChanged * Use damageableQuery in TryChangeDamage * Use damageableQuery in SetDamageModifierSetId * Final cleanup, fix sandboxing * Rectify ExplosionSystem:::ProcessEntity's call to TryChangeDamage * Re-organize DamageableSystem * first big fuck you breaking change. * THATS A LOT OF DAMAGE!!! * Fix test fails * test fixes 2 * push it --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
19 lines
581 B
C#
19 lines
581 B
C#
using Content.Shared.Damage.Systems;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Damage.Components;
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/// <summary>
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/// This is used for a clothing item that modifies the slowdown from taking damage.
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/// Used for entities with <see cref="SlowOnDamageComponent"/>
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(SlowOnDamageSystem))]
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public sealed partial class ClothingSlowOnDamageModifierComponent : Component
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{
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/// <summary>
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/// A coefficient modifier for the slowdown
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/// </summary>
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[DataField]
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public float Modifier = 1;
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}
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