* Predicted stamina Needed to do some semblence of predicted melee. * Okay now done. * Pause support * Comment
32 lines
855 B
C#
32 lines
855 B
C#
using Content.Shared.Damage.Components;
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using Robust.Shared.Collections;
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namespace Content.Shared.Damage.Events;
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/// <summary>
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/// The components in the list are going to be hit,
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/// give opportunities to change the damage or other stuff.
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/// </summary>
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public sealed class StaminaMeleeHitEvent : HandledEntityEventArgs
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{
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/// <summary>
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/// List of hit stamina components.
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/// </summary>
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public List<StaminaComponent> HitList;
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/// <summary>
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/// The multiplier. Generally, try to use *= or /= instead of overwriting.
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/// </summary>
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public float Multiplier = 1;
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/// <summary>
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/// The flat modifier. Generally, try to use += or -= instead of overwriting.
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/// </summary>
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public float FlatModifier = 0;
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public StaminaMeleeHitEvent(List<StaminaComponent> hitList)
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{
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HitList = hitList;
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}
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}
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