* Grappling gun ReelRate can be changed Moves ReelRate constant from SharedGrapplingGunSystem to GrapplingGunComponent, so it's Reel speed can be changed. * Add coment + remove redudant
41 lines
1.5 KiB
C#
41 lines
1.5 KiB
C#
using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Utility;
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namespace Content.Shared.Weapons.Ranged.Components;
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// I have tried to make this as generic as possible but "delete joint on cycle / right-click reels in" is very specific behavior.
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class GrapplingGunComponent : Component
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{
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/// <summary>
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/// Hook's reeling force and speed - the higher the number, the faster the hook rewinds.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float ReelRate = 2.5f;
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[DataField("jointId"), AutoNetworkedField]
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public string Joint = string.Empty;
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[DataField, AutoNetworkedField]
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public EntityUid? Projectile;
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[ViewVariables(VVAccess.ReadWrite), DataField("reeling"), AutoNetworkedField]
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public bool Reeling;
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[ViewVariables(VVAccess.ReadWrite), DataField("reelSound"), AutoNetworkedField]
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public SoundSpecifier? ReelSound = new SoundPathSpecifier("/Audio/Weapons/reel.ogg")
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{
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Params = AudioParams.Default.WithLoop(true)
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};
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[ViewVariables(VVAccess.ReadWrite), DataField("cycleSound"), AutoNetworkedField]
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public SoundSpecifier? CycleSound = new SoundPathSpecifier("/Audio/Weapons/Guns/MagIn/kinetic_reload.ogg");
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[DataField, ViewVariables]
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public SpriteSpecifier RopeSprite =
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new SpriteSpecifier.Rsi(new ResPath("Objects/Weapons/Guns/Launchers/grappling_gun.rsi"), "rope");
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public EntityUid? Stream;
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}
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