Files
tbd-station-14/Content.Server/Atmos/Components/FlammableComponent.cs
2023-01-15 15:38:59 +11:00

40 lines
1.3 KiB
C#

using Content.Shared.Damage;
using Robust.Shared.Physics.Collision.Shapes;
namespace Content.Server.Atmos.Components
{
[RegisterComponent]
public sealed class FlammableComponent : Component
{
[ViewVariables]
public bool Resisting = false;
[ViewVariables]
public readonly List<EntityUid> Collided = new();
[ViewVariables(VVAccess.ReadWrite)]
public bool OnFire { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public float FireStacks { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
[DataField("fireSpread")]
public bool FireSpread { get; private set; } = false;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("canResistFire")]
public bool CanResistFire { get; private set; } = false;
[DataField("damage", required: true)]
[ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier Damage = new(); // Empty by default, we don't want any funny NREs.
/// <summary>
/// Used for the fixture created to handle passing firestacks when two flammable objects collide.
/// </summary>
[DataField("flammableCollisionShape")]
public IPhysShape FlammableCollisionShape = new PhysShapeCircle(0.35f);
}
}