Files
tbd-station-14/Content.Shared/Projectiles/ProjectileComponent.cs
2023-09-22 02:45:21 -07:00

56 lines
1.7 KiB
C#

using Content.Shared.Damage;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Projectiles;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class ProjectileComponent : Component
{
[ViewVariables(VVAccess.ReadWrite), DataField("impactEffect", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
public string? ImpactEffect;
/// <summary>
/// User that shot this projectile.
/// </summary>
[DataField("shooter"), AutoNetworkedField]
public EntityUid? Shooter;
/// <summary>
/// Weapon used to shoot.
/// </summary>
[DataField("weapon"), AutoNetworkedField]
public EntityUid? Weapon;
[DataField("ignoreShooter"), AutoNetworkedField]
public bool IgnoreShooter = true;
[DataField("damage", required: true)] [ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier Damage = new();
[DataField("deleteOnCollide")]
public bool DeleteOnCollide = true;
[DataField("ignoreResistances")]
public bool IgnoreResistances = false;
// Get that juicy FPS hit sound
[DataField("soundHit")] public SoundSpecifier? SoundHit;
[DataField("soundForce")]
public bool ForceSound = false;
/// <summary>
/// Whether this projectile will only collide with entities if it was shot from a gun (if <see cref="Weapon"/> is not null)
/// </summary>
[DataField("onlyCollideWhenShot")]
public bool OnlyCollideWhenShot = false;
/// <summary>
/// Whether this projectile has already damaged an entity.
/// </summary>
public bool DamagedEntity;
}