* Added the Super Bonk smite. It teleports the player from table to table in the game and bonk their head into them. Also smashes them into glass tables. * Stopped using a timer and now instead use Comp + System. Also added proper logging impact. * Fixed name inconsistency * Admin CL which I forgot * Made it funnier * Moved basically all logic to the system and added a light version that stops when you die * Hopefully made YAML Linter stop bullying me * Removed fun(Glass tables no longer get smashed when the target is bonked over them) General opinion seems that it would cause too much collateral damage. I kinda agree. * Adressed reviews
49 lines
1.3 KiB
C#
49 lines
1.3 KiB
C#
using Content.Server.Administration.Systems;
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using Content.Shared.Climbing.Components;
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namespace Content.Server.Administration.Components;
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/// <summary>
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/// Component to track the timer for the SuperBonk smite.
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/// </summary>
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[RegisterComponent, Access(typeof(SuperBonkSystem))]
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public sealed partial class SuperBonkComponent: Component
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{
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/// <summary>
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/// Entity being Super Bonked.
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/// </summary>
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[DataField]
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public EntityUid Target;
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/// <summary>
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/// All of the tables the target will be bonked on.
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/// </summary>
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[DataField]
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public Dictionary<EntityUid, BonkableComponent>.Enumerator Tables;
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/// <summary>
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/// Value used to reset the timer once it expires.
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/// </summary>
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[DataField]
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public float InitialTime = 0.10f;
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/// <summary>
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/// Timer till the next bonk.
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/// </summary>
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[DataField]
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public float TimeRemaining = 0.10f;
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/// <summary>
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/// Whether to remove the clumsy component from the target after SuperBonk is done.
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/// </summary>
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[DataField]
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public bool RemoveClumsy = true;
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/// <summary>
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/// Whether to stop Super Bonk on the target once he dies. Otherwise it will continue until no other tables are left
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/// or the target is gibbed.
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/// </summary>
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[DataField]
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public bool StopWhenDead = true;
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}
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