Files
tbd-station-14/Content.Shared/Explosion/Components/OnTrigger/SmokeOnTriggerComponent.cs

43 lines
1.5 KiB
C#

using Content.Shared.Explosion.EntitySystems;
using Content.Shared.Chemistry.Components;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Explosion.Components;
/// <summary>
/// Creates a smoke cloud when triggered, with an optional solution to include in it.
/// No sound is played incase a grenade is stealthy, use <see cref="SoundOnTriggerComponent"/> if you want a sound.
/// </summary>
[RegisterComponent, NetworkedComponent, Access(typeof(SharedSmokeOnTriggerSystem))]
public sealed partial class SmokeOnTriggerComponent : Component
{
/// <summary>
/// How long the smoke stays for, after it has spread.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float Duration = 10;
/// <summary>
/// How much the smoke will spread.
/// </summary>
[DataField(required: true), ViewVariables(VVAccess.ReadWrite)]
public int SpreadAmount;
/// <summary>
/// Smoke entity to spawn.
/// Defaults to smoke but you can use foam if you want.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public EntProtoId SmokePrototype = "Smoke";
/// <summary>
/// Solution to add to each smoke cloud.
/// </summary>
/// <remarks>
/// When using repeating trigger this essentially gets multiplied so dont do anything crazy like omnizine or lexorin.
/// </remarks>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public Solution Solution = new();
}