* First commit * Fixes * Added the noise * Renames * Timespan * Fixed space * entity -> ent * This shouldn't work * opps.... * Datafield name change * Better comments * small comment * Personal skill issue * Event renames and stuff * Couple fixes * Defib ref fixes (Silly me) * Added clumsy back! * no hard code clumsy! * Identity fix * Event name change * Comment change * Function name change * opp * Update names * Damage stuff! * Fixes! * Fixes * opps * This was hidden away!! * negative diff feeds me
62 lines
2.0 KiB
C#
62 lines
2.0 KiB
C#
using Content.Shared.Damage;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Clumsy;
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/// <summary>
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/// A simple clumsy tag-component.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class ClumsyComponent : Component
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{
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// Standard options. Try to fit these in if you can!
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/// <summary>
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/// Sound to play when clumsy interactions fail.
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/// </summary>
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[DataField]
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public SoundSpecifier ClumsySound = new SoundPathSpecifier("/Audio/Items/bikehorn.ogg");
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/// <summary>
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/// Default chance to fail a clumsy interaction.
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/// If a system needs to use something else, add a new variable in the component, do not modify this percentage.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float ClumsyDefaultCheck = 0.5f;
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/// <summary>
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/// Default stun time.
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/// If a system needs to use something else, add a new variable in the component, do not modify this number.
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan ClumsyDefaultStunTime = TimeSpan.FromSeconds(2.5);
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// Specific options
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/// <summary>
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/// Sound to play after hitting your head on a table. Ouch!
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/// </summary>
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[DataField]
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public SoundCollectionSpecifier TableBonkSound = new SoundCollectionSpecifier("TrayHit");
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/// <summary>
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/// Stun time after failing to shoot a gun.
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan GunShootFailStunTime = TimeSpan.FromSeconds(3);
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/// <summary>
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/// Stun time after failing to shoot a gun.
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/// </summary>
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[DataField, AutoNetworkedField]
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public DamageSpecifier? GunShootFailDamage;
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/// <summary>
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/// Noise to play after failing to shoot a gun. Boom!
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/// </summary>
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[DataField]
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public SoundSpecifier GunShootFailSound = new SoundPathSpecifier("/Audio/Weapons/Guns/Gunshots/bang.ogg");
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}
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