* Hitscans are now entities * Cleanup * Cleanup * Silly mistakes but stop sign testing helps :) * Address most of the review * Reviews * perry :( * Final reviews * Add comments * Split event up * better comment * cleanup
24 lines
772 B
C#
24 lines
772 B
C#
using Content.Shared.Physics;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Weapons.Hitscan.Components;
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/// <summary>
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/// A basic raycast system that will shoot in a straight line when triggered.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class HitscanBasicRaycastComponent : Component
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{
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/// <summary>
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/// Maximum distance the raycast will travel before giving up. Reflections will reset the distance traveled
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/// </summary>
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[DataField]
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public float MaxDistance = 20.0f;
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/// <summary>
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/// The collision mask the hitscan ray uses to collide with other objects. See the enum for more information
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/// </summary>
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[DataField]
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public CollisionGroup CollisionMask = CollisionGroup.Opaque;
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}
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