* inner anomaly * anomaly pulse action * test anom mine * Update anomalies.yml * fix action cooldown * pyro_eyes * clientsystem * experiments * blya * some telegraphy * shock eyes! * shadow eyes * separate files * frosty eyes * fix * flora eyes * bluespace eyes * flesh eyes * redoing injction * auto add layers * пипяу * new injector component * stupid me * nice marker injectors * anomaly spawn on shutdown * gravity anom * dead anomaly spawning * add VOX states * sprite specific layers support * technology anom infection * auto detach anomalies that have moved away * Update anomaly_injections.yml * anomalyspawner integration * rock anomaly! * Update anomaly_injections.yml * fix crash bug * tag filter * fix anom dublication spawns * Update anomaly.yml * Update InnerBodyAnomalyComponent.cs * Update anomaly_injections.yml * dont spawn anomalies after decay * fix morb sprite, add end message * gravity resprite * admin logging, double injection fix * make flesh and living light mobs friendly to anomaly hosts * popups * severity feedback * sloth review * A * keep organs after gib * punpun host * sloth synchronization * Update arachnid.yml * increase infections spawnrate
73 lines
2.3 KiB
C#
73 lines
2.3 KiB
C#
using Content.Shared.Anomaly.Effects;
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using Content.Shared.Body.Prototypes;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Shared.Anomaly.Components;
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/// <summary>
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/// An anomaly within the body of a living being. Controls the ability to return to the standard state.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true), Access(typeof(SharedInnerBodyAnomalySystem))]
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public sealed partial class InnerBodyAnomalyComponent : Component
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{
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[DataField]
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public bool Injected;
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/// <summary>
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/// A prototype of an entity whose components will be added to the anomaly host **AND** then removed at the right time
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/// </summary>
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[DataField(required: true)]
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public EntProtoId? InjectionProto;
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/// <summary>
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/// Duration of stun from the effect of the anomaly
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/// </summary>
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[DataField]
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public float StunDuration = 4f;
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/// <summary>
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/// A message sent in chat to a player who has become infected by an anomaly
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/// </summary>
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[DataField]
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public LocId? StartMessage = null;
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/// <summary>
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/// A message sent in chat to a player who has cleared an anomaly
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/// </summary>
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[DataField]
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public LocId? EndMessage = "inner-anomaly-end-message";
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/// <summary>
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/// Sound, playing on becoming anomaly
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/// </summary>
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[DataField]
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public SoundSpecifier? StartSound = new SoundPathSpecifier("/Audio/Effects/inneranomaly.ogg");
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/// <summary>
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/// Used to display messages to the player about their level of disease progression
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/// </summary>
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[DataField]
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public float LastSeverityInformed = 0f;
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/// <summary>
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/// The fallback sprite to be added on the original entity. Allows you to visually identify the feature and type of anomaly to other players
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/// </summary>
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[DataField, AutoNetworkedField]
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public SpriteSpecifier? FallbackSprite = null;
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/// <summary>
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/// Ability to use unique sprites for different body types
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/// </summary>
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[DataField, AutoNetworkedField]
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public Dictionary<ProtoId<BodyPrototype>, SpriteSpecifier> SpeciesSprites = new();
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/// <summary>
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/// The key of the entity layer into which the sprite will be inserted
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/// </summary>
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[DataField]
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public string LayerMap = "inner_anomaly_layer";
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}
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