* standardised slip times * puddle and gib soap * banana peels * cleaned yaml by shifting to component * error slip * error slip intersect * intersect ratio return * error and omega soap changes * SlipocalypseClusterSoap 2 tc cost
46 lines
1.6 KiB
C#
46 lines
1.6 KiB
C#
using Content.Shared.StepTrigger.Components;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Slippery
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{
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/// <summary>
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/// Causes somebody to slip when they walk over this entity.
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/// </summary>
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/// <remarks>
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/// Requires <see cref="StepTriggerComponent"/>, see that component for some additional properties.
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/// </remarks>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class SlipperyComponent : Component
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{
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/// <summary>
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/// Path to the sound to be played when a mob slips.
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/// </summary>
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[DataField, AutoNetworkedField]
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[Access(Other = AccessPermissions.ReadWriteExecute)]
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public SoundSpecifier SlipSound = new SoundPathSpecifier("/Audio/Effects/slip.ogg");
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/// <summary>
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/// How many seconds the mob will be paralyzed for.
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/// </summary>
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[DataField, AutoNetworkedField]
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[Access(Other = AccessPermissions.ReadWrite)]
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public float ParalyzeTime = 1.5f;
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/// <summary>
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/// The entity's speed will be multiplied by this to slip it forwards.
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/// </summary>
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[DataField, AutoNetworkedField]
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[Access(Other = AccessPermissions.ReadWrite)]
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public float LaunchForwardsMultiplier = 1.5f;
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/// <summary>
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/// If this is true, any slipping entity loses its friction until
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/// it's not colliding with any SuperSlippery entities anymore.
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/// </summary>
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[DataField, AutoNetworkedField]
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[Access(Other = AccessPermissions.ReadWrite)]
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public bool SuperSlippery;
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}
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}
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