# Conflicts: # Content.Server/Actions/Actions/DisarmAction.cs # Content.Server/Actions/Actions/ScreamAction.cs # Content.Server/Arcade/Components/SpaceVillainArcadeComponent.cs # Content.Server/Damage/Components/DamageOnHighSpeedImpactComponent.cs # Content.Server/Explosion/Components/FlashExplosiveComponent.cs # Content.Server/Physics/Controllers/MoverController.cs # Content.Server/Portal/Components/PortalComponent.cs # Content.Server/Portal/Components/TeleporterComponent.cs # Content.Server/Projectiles/Components/ProjectileComponent.cs # Content.Server/Singularity/Components/EmitterComponent.cs # Content.Server/Sound/EmitSoundSystem.cs # Content.Server/Stunnable/Components/StunbatonComponent.cs # Content.Server/Tools/Components/MultitoolComponent.cs # Content.Server/Weapon/Ranged/Barrels/Components/ServerBatteryBarrelComponent.cs # Content.Shared/Gravity/GravityComponent.cs # Content.Shared/Light/Component/SharedExpendableLightComponent.cs # Content.Shared/Maps/ContentTileDefinition.cs # Content.Shared/Slippery/SlipperyComponent.cs # Content.Shared/Standing/StandingStateComponent.cs # Resources/Prototypes/Entities/Objects/Fun/bike_horn.yml
39 lines
1.3 KiB
C#
39 lines
1.3 KiB
C#
using System;
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using Content.Shared.Damage;
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using Content.Shared.Sound;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Damage.Components
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{
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/// <summary>
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/// Should the entity take damage / be stunned if colliding at a speed above MinimumSpeed?
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/// </summary>
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[RegisterComponent]
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internal sealed class DamageOnHighSpeedImpactComponent : Component
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{
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public override string Name => "DamageOnHighSpeedImpact";
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[DataField("damage")]
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public DamageType Damage { get; set; } = DamageType.Blunt;
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[DataField("minimumSpeed")]
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public float MinimumSpeed { get; set; } = 20f;
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[DataField("baseDamage")]
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public int BaseDamage { get; set; } = 5;
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[DataField("factor")]
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public float Factor { get; set; } = 1f;
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[DataField("soundHit")]
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public SoundSpecifier SoundHit { get; set; } = default!;
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[DataField("stunChance")]
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public float StunChance { get; set; } = 0.25f;
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[DataField("stunMinimumDamage")]
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public int StunMinimumDamage { get; set; } = 10;
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[DataField("stunSeconds")]
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public float StunSeconds { get; set; } = 1f;
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[DataField("damageCooldown")]
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public float DamageCooldown { get; set; } = 2f;
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internal TimeSpan LastHit = TimeSpan.Zero;
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}
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}
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