Files
tbd-station-14/Content.Server/Stunnable/Components/StunOnCollideComponent.cs
Princess Cheeseballs dec2d42a1d Crawling Part 1: The Knockdownening (#36881)
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>
2025-07-20 01:54:42 +02:00

59 lines
1.6 KiB
C#

namespace Content.Server.Stunnable.Components
{
/// <summary>
/// Adds stun when it collides with an entity
/// </summary>
[RegisterComponent, Access(typeof(StunOnCollideSystem))]
public sealed partial class StunOnCollideComponent : Component
{
// TODO: Can probably predict this.
/// <summary>
/// How long we are stunned for
/// </summary>
[DataField]
public TimeSpan StunAmount;
/// <summary>
/// How long we are knocked down for
/// </summary>
[DataField]
public TimeSpan KnockdownAmount;
/// <summary>
/// How long we are slowed down for
/// </summary>
[DataField]
public TimeSpan SlowdownAmount;
/// <summary>
/// Multiplier for a mob's walking speed
/// </summary>
[DataField]
public float WalkSpeedModifier = 1f;
/// <summary>
/// Multiplier for a mob's sprinting speed
/// </summary>
[DataField]
public float SprintSpeedModifier = 1f;
/// <summary>
/// Refresh Stun or Slowdown on hit
/// </summary>
[DataField]
public bool Refresh = true;
/// <summary>
/// Should the entity try and stand automatically after being knocked down?
/// </summary>
[DataField]
public bool AutoStand = true;
/// <summary>
/// Fixture we track for the collision.
/// </summary>
[DataField("fixture")] public string FixtureID = "projectile";
}
}