* Explosive wet floor sign & janitorial suicide vest * fix attributions * Remove name & desc from explosive wet floor sign * Make wet floor sign chameleonable
58 lines
1.8 KiB
C#
58 lines
1.8 KiB
C#
using Robust.Shared.Audio;
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namespace Content.Server.Explosion.Components
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{
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[RegisterComponent]
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public sealed partial class OnUseTimerTriggerComponent : Component
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{
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[DataField("delay")]
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public float Delay = 1f;
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/// <summary>
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/// If not null, a user can use verbs to configure the delay to one of these options.
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/// </summary>
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[DataField("delayOptions")]
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public List<float>? DelayOptions = null;
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/// <summary>
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/// If not null, this timer will periodically play this sound while active.
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/// </summary>
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[DataField("beepSound")]
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public SoundSpecifier? BeepSound;
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/// <summary>
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/// Time before beeping starts. Defaults to a single beep interval. If set to zero, will emit a beep immediately after use.
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/// </summary>
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[DataField("initialBeepDelay")]
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public float? InitialBeepDelay;
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[DataField("beepInterval")]
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public float BeepInterval = 1;
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/// <summary>
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/// Whether the timer should instead be activated through a verb in the right-click menu
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/// </summary>
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[DataField("useVerbInstead")]
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public bool UseVerbInstead = false;
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/// <summary>
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/// Should timer be started when it was stuck to another entity.
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/// Used for C4 charges and similar behaviour.
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/// </summary>
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[DataField("startOnStick")]
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public bool StartOnStick;
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/// <summary>
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/// Allows changing the start-on-stick quality.
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/// </summary>
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[DataField("canToggleStartOnStick")]
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public bool AllowToggleStartOnStick;
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/// <summary>
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/// Whether you can examine the item to see its timer or not.
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/// </summary>
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[DataField("examinable")]
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public bool Examinable = true;
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}
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}
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