Files
tbd-station-14/Content.Server/Weapons/Melee/WeaponRandom/WeaponRandomComponent.cs
2023-06-03 13:31:47 +10:00

41 lines
1.1 KiB
C#

using Content.Shared.Damage;
using Robust.Shared.Audio;
namespace Content.Server.Weapons.Melee.WeaponRandom;
[RegisterComponent]
internal sealed class WeaponRandomComponent : Component
{
/// <summary>
/// Amount of damage that will be caused. This is specified in the yaml.
/// </summary>
[DataField("damageBonus")]
public DamageSpecifier DamageBonus = new();
/// <summary>
/// Chance for the damage bonus to occur.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float RandomDamageChance = 0.00001f;
/// <summary>
/// If this is true then the random damage will occur.
/// </summary>
[DataField("randomDamage")]
public bool RandomDamage = true;
/// <summary>
/// If this is true then the weapon will have a unique interaction with cluwnes.
/// </summary>
[DataField("antiCluwne")]
public bool AntiCluwne = true;
/// <summary>
/// Noise to play when the damage bonus occurs.
/// </summary>
[DataField("damageSound")]
public SoundSpecifier DamageSound = new SoundPathSpecifier("/Audio/Items/bikehorn.ogg");
}