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>
44 lines
1.5 KiB
C#
44 lines
1.5 KiB
C#
using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Standing
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{
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(StandingStateSystem))]
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public sealed partial class StandingStateComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public SoundSpecifier? DownSound { get; private set; } = new SoundCollectionSpecifier("BodyFall");
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[DataField, AutoNetworkedField]
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public bool Standing { get; set; } = true;
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/// <summary>
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/// Time it takes us to stand up
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan StandTime = TimeSpan.FromSeconds(2);
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/// <summary>
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/// Default Friction modifier for knocked down players.
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/// Makes them accelerate and deccelerate slower.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float FrictionModifier = 0.4f;
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/// <summary>
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/// Base modifier to the maximum movement speed of a knocked down mover.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float SpeedModifier = 0.3f;
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/// <summary>
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/// List of fixtures that had their collision mask changed when the entity was downed.
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/// Required for re-adding the collision mask.
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/// </summary>
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[DataField, AutoNetworkedField]
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public List<string> ChangedFixtures = new();
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}
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}
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