# 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
48 lines
2.0 KiB
C#
48 lines
2.0 KiB
C#
using System;
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using System.Threading;
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using Content.Server.Access.Components;
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using Content.Server.Power.Components;
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using Content.Shared.Sound;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Singularity.Components
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{
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[RegisterComponent]
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public class EmitterComponent : Component
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{
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[ComponentDependency] public readonly AppearanceComponent? Appearance = default;
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[ComponentDependency] public readonly AccessReader? AccessReader = default;
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[ComponentDependency] public readonly PowerConsumerComponent? PowerConsumer = default;
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public override string Name => "Emitter";
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public CancellationTokenSource? TimerCancel;
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// whether the power switch is in "on"
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[ViewVariables] public bool IsOn;
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// Whether the power switch is on AND the machine has enough power (so is actively firing)
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[ViewVariables] public bool IsPowered;
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[ViewVariables] public bool IsLocked;
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// For the "emitter fired" sound
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public const float Variation = 0.25f;
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public const float Volume = 0.5f;
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public const float Distance = 3f;
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[ViewVariables] public int FireShotCounter;
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[ViewVariables] [DataField("fireSound")] public string FireSound = "/Audio/Weapons/emitter.ogg";
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[ViewVariables] [DataField("boltType")] public string BoltType = "EmitterBolt";
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[ViewVariables] [DataField("powerUseActive")] public int PowerUseActive = 500;
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[ViewVariables] [DataField("fireBurstSize")] public int FireBurstSize = 3;
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[ViewVariables] [DataField("fireInterval")] public TimeSpan FireInterval = TimeSpan.FromSeconds(2);
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[ViewVariables] [DataField("fireBurstDelayMin")] public TimeSpan FireBurstDelayMin = TimeSpan.FromSeconds(2);
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[ViewVariables] [DataField("fireBurstDelayMax")] public TimeSpan FireBurstDelayMax = TimeSpan.FromSeconds(10);
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}
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}
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