Files
tbd-station-14/Content.Server/Projectiles/Components/ProjectileComponent.cs
metalgearsloth d34f1d4b54 (mostly) ECS projectiles (#4317)
* (mostly) ECS projectiles

* a

* Actual queue
2021-07-21 22:19:50 +10:00

51 lines
1.6 KiB
C#

using System.Collections.Generic;
using Content.Shared.Damage;
using Content.Shared.Projectiles;
using Robust.Shared.GameObjects;
using Robust.Shared.Players;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Projectiles.Components
{
[RegisterComponent]
[ComponentReference(typeof(SharedProjectileComponent))]
public class ProjectileComponent : SharedProjectileComponent
{
[DataField("damages")] private Dictionary<DamageType, int> _damages = new();
[ViewVariables]
public Dictionary<DamageType, int> Damages
{
get => _damages;
set => _damages = value;
}
[DataField("deleteOnCollide")]
public bool DeleteOnCollide { get; } = true;
// Get that juicy FPS hit sound
[DataField("soundHit")] public string? SoundHit = default;
[DataField("soundHitSpecies")] public string? SoundHitSpecies = default;
public bool DamagedEntity;
public float TimeLeft { get; set; } = 10;
/// <summary>
/// Function that makes the collision of this object ignore a specific entity so we don't collide with ourselves
/// </summary>
/// <param name="shooter"></param>
public void IgnoreEntity(IEntity shooter)
{
Shooter = shooter.Uid;
Dirty();
}
public override ComponentState GetComponentState(ICommonSession player)
{
return new ProjectileComponentState(Shooter, IgnoreShooter);
}
}
}