* LOCKED THE FUCK IN * Forgot this little fella * Crying * All entity effects ported, needs cleanup still * Commit * HEHEHEHAW * Shelve for now * fixe * Big * First big chunk of changes * Big if true * Commit * IT BUILDS!!! * Fix LINTER fails * Cleanup * Scale working, cut down on some evil code * Delete old Entity Effects * Accidentally breaking shit by fixing bugs * Fix a bunch of effects not working * Fix reagent thresholds * Update damage * Wait don't change the gas metabolisms A * Cleanup * more fixes * Eh * Misc fixes and jank * Remove two things, add bullshit, change condition to inverted * Remove unused "Shared" system structure * Namespace fix * merge conflicts/cleanup * More fixes * Guidebook text begins * Shelve * Push * More shit to push * Fix * Fix merg conflicts * BLOOD FOR THE BLOOD GOD!!! * Mild cleanup and lists * Fix localization and comments * Shuffle localization around a bit. * All done? * Nearly everything * Is this the end? * Whoops forgot to remove that TODO * Get rid of some warnings for good measure... * It's done * Should make those virtual in case we want to override them tbqh... * Update Content.Shared/EntityEffects/Effects/Botany/PlantAttributes/PlantDestroySeeds.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Fix test fails real * Add to codeowners * Documentation to everything * Forgot to push whoops * Standardize Condition names * Fix up metabolism a little as a treat * review * add IsServer checks --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
40 lines
1.3 KiB
C#
40 lines
1.3 KiB
C#
using Content.Shared.Database;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects.Solution;
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/// <inheritdoc cref="EntityEffect"/>
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public sealed partial class AreaReactionEffect : EntityEffectBase<AreaReactionEffect>
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{
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/// <summary>
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/// How many seconds will the effect stay, counting after fully spreading.
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/// </summary>
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[DataField("duration")] public float Duration = 10;
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/// <summary>
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/// How big of a reaction scale we need for 1 smoke entity.
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/// </summary>
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[DataField] public float OverflowThreshold = 2.5f;
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/// <summary>
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/// The entity prototype that is being spread over an area.
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/// </summary>
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[DataField(required: true)]
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public EntProtoId PrototypeId;
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/// <summary>
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/// Sound that will get played when this reaction effect occurs.
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/// </summary>
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[DataField(required: true)] public SoundSpecifier Sound = default!;
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public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("entity-effect-guidebook-area-reaction",
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("duration", Duration)
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);
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public override bool ShouldLog => true;
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public override LogImpact LogImpact => LogImpact.High;
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}
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