* 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
70 lines
2.1 KiB
C#
70 lines
2.1 KiB
C#
using Content.Shared.Inventory;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Weapons.Reflect;
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/// <summary>
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/// Entities with this component have a chance to reflect projectiles and hitscan shots
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/// Uses <c>ItemToggleComponent</c> to control reflection.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class ReflectComponent : Component
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{
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/// <summary>
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/// What we reflect.
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/// </summary>
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[DataField]
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public ReflectType Reflects = ReflectType.Energy | ReflectType.NonEnergy;
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/// <summary>
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/// Select in which inventory slots it will reflect.
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/// By default, it will reflect in any inventory position, except pockets.
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/// </summary>
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[DataField]
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public SlotFlags SlotFlags = SlotFlags.WITHOUT_POCKET;
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/// <summary>
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/// Is it allowed to reflect while being in hands.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool ReflectingInHands = true;
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/// <summary>
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/// Can only reflect when placed correctly.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool InRightPlace;
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/// <summary>
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/// Probability for a projectile to be reflected.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float ReflectProb = 0.25f;
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/// <summary>
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/// Probability for a projectile to be reflected.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Angle Spread = Angle.FromDegrees(45);
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/// <summary>
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/// The sound to play when reflecting.
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/// </summary>
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[DataField]
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public SoundSpecifier? SoundOnReflect = new SoundPathSpecifier("/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg", AudioParams.Default.WithVariation(0.05f));
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}
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/// <summary>
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/// Used for both the projectiles being reflected and the entities reflecting. If there is ever overlap between the
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/// reflection types, the projectile will be reflected.
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/// </summary>
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[Flags, Serializable, NetSerializable]
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public enum ReflectType : byte
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{
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None = 0,
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NonEnergy = 1 << 0,
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Energy = 1 << 1,
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}
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