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