* Fix the last of the entity effects bugs * aaa * losing it --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
38 lines
1.2 KiB
C#
38 lines
1.2 KiB
C#
using Content.Shared.Database;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects.Solution;
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/// <inheritdoc cref="EntityEffect"/>
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public sealed partial class AreaReactionEffect : EntityEffectBase<AreaReactionEffect>
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{
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/// <summary>
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/// How many seconds will the effect stay, counting after fully spreading.
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/// </summary>
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[DataField("duration")] public float Duration = 10;
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/// <summary>
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/// How big of a reaction scale we need for 1 smoke entity.
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/// </summary>
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[DataField] public float OverflowThreshold = 2.5f;
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/// <summary>
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/// The entity prototype that is being spread over an area.
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/// </summary>
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[DataField(required: true)]
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public EntProtoId PrototypeId;
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/// <summary>
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/// Sound that will get played when this reaction effect occurs.
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/// </summary>
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[DataField(required: true)] public SoundSpecifier Sound = default!;
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public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("entity-effect-guidebook-area-reaction",
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("duration", Duration)
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);
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public override LogImpact? Impact => LogImpact.High;
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}
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