Files
tbd-station-14/Content.Shared/EntityEffects/Effects/FlashReactionEffect.cs
slarticodefast b83d00b792 Predict Flashes (#37640)
Co-authored-by: ScarKy0 <scarky0@onet.eu>
2025-06-23 13:32:56 +02:00

49 lines
1.4 KiB
C#

using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects;
[DataDefinition]
public sealed partial class FlashReactionEffect : EventEntityEffect<FlashReactionEffect>
{
/// <summary>
/// Flash range per unit of reagent.
/// </summary>
[DataField]
public float RangePerUnit = 0.2f;
/// <summary>
/// Maximum flash range.
/// </summary>
[DataField]
public float MaxRange = 10f;
/// <summary>
/// How much to entities are slowed down.
/// </summary>
[DataField]
public float SlowTo = 0.5f;
/// <summary>
/// The time entities will be flashed.
/// The default is chosen to be better than the hand flash so it is worth using it for grenades etc.
/// </summary>
[DataField]
public TimeSpan Duration = TimeSpan.FromSeconds(4);
/// <summary>
/// The prototype ID used for the visual effect.
/// </summary>
[DataField]
public EntProtoId? FlashEffectPrototype = "ReactionFlash";
/// <summary>
/// The sound the flash creates.
/// </summary>
[DataField]
public SoundSpecifier? Sound = new SoundPathSpecifier("/Audio/Weapons/flash.ogg");
protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString("reagent-effect-guidebook-flash-reaction-effect", ("chance", Probability));
}