Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: ScarKy0 <scarky0@onet.eu>
59 lines
1.6 KiB
C#
59 lines
1.6 KiB
C#
namespace Content.Server.Stunnable.Components
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{
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/// <summary>
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/// Adds stun when it collides with an entity
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/// </summary>
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[RegisterComponent, Access(typeof(StunOnCollideSystem))]
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public sealed partial class StunOnCollideComponent : Component
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{
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// TODO: Can probably predict this.
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/// <summary>
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/// How long we are stunned for
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/// </summary>
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[DataField]
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public TimeSpan StunAmount;
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/// <summary>
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/// How long we are knocked down for
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/// </summary>
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[DataField]
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public TimeSpan KnockdownAmount;
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/// <summary>
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/// How long we are slowed down for
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/// </summary>
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[DataField]
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public TimeSpan SlowdownAmount;
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/// <summary>
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/// Multiplier for a mob's walking speed
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/// </summary>
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[DataField]
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public float WalkSpeedModifier = 1f;
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/// <summary>
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/// Multiplier for a mob's sprinting speed
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/// </summary>
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[DataField]
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public float SprintSpeedModifier = 1f;
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/// <summary>
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/// Refresh Stun or Slowdown on hit
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/// </summary>
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[DataField]
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public bool Refresh = true;
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/// <summary>
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/// Should the entity try and stand automatically after being knocked down?
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/// </summary>
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[DataField]
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public bool AutoStand = true;
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/// <summary>
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/// Fixture we track for the collision.
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/// </summary>
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[DataField("fixture")] public string FixtureID = "projectile";
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}
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}
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