26 lines
837 B
C#
26 lines
837 B
C#
using Content.Shared.Damage;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Trigger.Components.Effects;
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/// <summary>
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/// Will damage an entity when triggered.
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/// If TargetUser is true it the user will take damage instead.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class DamageOnTriggerComponent : BaseXOnTriggerComponent
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{
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/// <summary>
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/// Should the damage ignore resistances?
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool IgnoreResistances;
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/// <summary>
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/// The base damage amount that is dealt.
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/// May be further modified by <see cref="Systems.BeforeDamageOnTriggerEvent"/> subscriptions.
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/// </summary>
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[DataField(required: true), AutoNetworkedField]
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public DamageSpecifier Damage = default!;
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}
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