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>
36 lines
889 B
C#
36 lines
889 B
C#
using Content.Shared.Whitelist;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Stunnable;
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedStunSystem))]
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public sealed partial class StunOnContactComponent : Component
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{
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/// <summary>
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/// The fixture the entity must collide with to be stunned
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/// </summary>
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[DataField]
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public string FixtureId = "fix";
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/// <summary>
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/// The duration of the stun.
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/// </summary>
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[DataField]
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public TimeSpan Duration = TimeSpan.FromSeconds(5);
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/// <summary>
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/// Should the stun applied refresh?
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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 stunned entity try to stand up when knockdown ends?
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/// </summary>
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[DataField]
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public bool AutoStand = true;
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[DataField]
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public EntityWhitelist Blacklist = new();
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}
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