* Move entity effects to shared * relocate spawning to server * Generic version of EntityEffect for just raising event. * genericise everything * oops forgot to push you * some condensation * finish rebas * unwhite the space * oops forgot nuke * bad rebase fix * useless annotations begone --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com>
44 lines
1.5 KiB
C#
44 lines
1.5 KiB
C#
using Content.Shared.Database;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.EntityEffects.Effects;
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/// <summary>
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/// Basically smoke and foam reactions.
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/// </summary>
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public sealed partial class AreaReactionEffect : EventEntityEffect<AreaReactionEffect>
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{
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/// <summary>
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/// How many seconds will the effect stay, counting after fully spreading.
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/// </summary>
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[DataField("duration")] public float Duration = 10;
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/// <summary>
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/// How many units of reaction for 1 smoke entity.
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/// </summary>
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[DataField] public FixedPoint2 OverflowThreshold = FixedPoint2.New(2.5);
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/// <summary>
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/// The entity prototype that will be spawned as the effect.
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/// </summary>
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[DataField("prototypeId", required: true, customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string PrototypeId = default!;
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/// <summary>
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/// Sound that will get played when this reaction effect occurs.
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/// </summary>
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[DataField("sound", required: true)] public SoundSpecifier Sound = default!;
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public override bool ShouldLog => true;
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protected override string ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("reagent-effect-guidebook-area-reaction",
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("duration", Duration)
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);
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public override LogImpact LogImpact => LogImpact.High;
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}
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