* Make fires do less damage * Severely nerf fires and severely buff temperature protection * fuck it, i'll nerf it so hard and we can buff it later if we decide * new scaling func * fix * unused * reviews + balance metabolism heat + reduce atmos air temp transfer efficiency * little more balance * just a wee bit more * slight adjustment
36 lines
1022 B
C#
36 lines
1022 B
C#
using System.Collections.Generic;
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using Content.Server.Atmos.EntitySystems;
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using Content.Shared.Damage;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Atmos.Components
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{
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[RegisterComponent]
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public class FlammableComponent : Component
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{
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public override string Name => "Flammable";
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[ViewVariables]
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public bool Resisting = false;
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[ViewVariables]
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public readonly List<EntityUid> Collided = new();
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[ViewVariables(VVAccess.ReadWrite)]
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public bool OnFire { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public float FireStacks { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("fireSpread")]
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public bool FireSpread { get; private set; } = false;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("canResistFire")]
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public bool CanResistFire { get; private set; } = false;
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}
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}
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