* Code is ready but item now spawning * Prototype of SeveralExplosive component * Remaked to FlashExplosiveComponent using * Done. But i feel myself retarted * Remaked. Looks good * Full loaded prototype added * Throwing in progress. Fatal error is here * I forgot about shared * Sloth refactor * Delayed spawning and fix crashes * Full clusterbang code. * Removed useless variable and tuned delay * Delete wrong in CreamPiedComponent * Now yaml is code quality followed * Reworked to GetLevel with bugs * Never forget resources, guys * RoundToLevels added. Now it works. * New textures and sloth refactor is returned * Now it's TryGetComponent * Visualizer maximum fix and look fix * Logging and no max and min check * Removed max grenades sending * vizualizer is better now * GrenadesMax removed * grammar, checks, NextFloat and no more try catch * Unused using removed Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
43 lines
1.3 KiB
C#
43 lines
1.3 KiB
C#
#nullable enable
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using System;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Trigger;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Trigger.TimerTrigger
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{
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[RegisterComponent]
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public class OnUseTimerTriggerComponent : Component, IUse
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{
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public override string Name => "OnUseTimerTrigger";
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private float _delay;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _delay, "delay", 0f);
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}
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public void Trigger(IEntity user)
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{
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if (Owner.TryGetComponent(out AppearanceComponent? appearance))
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appearance.SetData(TriggerVisuals.VisualState, TriggerVisualState.Primed);
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EntitySystem.Get<TriggerSystem>().HandleTimerTrigger(TimeSpan.FromSeconds(_delay), user, Owner);
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}
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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Trigger(eventArgs.User);
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return true;
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}
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}
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}
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