* Everything but the submodule * stuff I forgot * heat * missed lights * behonky * LocId * I guess it was a skill issue? * predicted audio * It works with lights now * Borg equality * Gorilla gauntlet grants protection from anomaly returned damage when attacking it * woops, there we go * NONE * Use DamageModifierSets, remove Behonker damage * Reviews dealt with --------- Co-authored-by: plykiya <plykiya@protonmail.com>
48 lines
1.6 KiB
C#
48 lines
1.6 KiB
C#
using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Damage.Components;
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/// <summary>
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/// This component is added to entities that you want to damage the player
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/// if the player interacts with it. For example, if a player tries touching
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/// a hot light bulb or an anomaly. This damage can be cancelled if the user
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/// has a component that protects them from this.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class DamageOnAttackedComponent : Component
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{
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/// <summary>
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/// How much damage to apply to the person making contact
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/// </summary>
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[DataField(required: true), AutoNetworkedField]
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public DamageSpecifier Damage = default!;
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/// <summary>
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/// Whether the damage should be resisted by a person's armor values
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/// and the <see cref="DamageOnAttackedProtectionComponent"/>
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/// </summary>
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[DataField]
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public bool IgnoreResistances = false;
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/// <summary>
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/// What kind of localized text should pop up when they interact with the entity
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/// </summary>
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[DataField]
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public LocId? PopupText;
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/// <summary>
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/// The sound that should be made when interacting with the entity
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/// </summary>
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[DataField]
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public SoundSpecifier InteractSound = new SoundPathSpecifier("/Audio/Effects/lightburn.ogg");
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/// <summary>
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/// Generic boolean to toggle the damage application on and off
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/// This is useful for things that can be toggled on or off, like a stovetop
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool IsDamageActive = true;
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}
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