36 lines
1.3 KiB
C#
36 lines
1.3 KiB
C#
using Content.Server.Destructible.Thresholds.Behaviors;
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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.Explosion.Components
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{
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/// <summary>
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/// Specifies an explosion range should this entity be exploded.
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/// </summary>
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/// <remarks>
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/// Explosions can be caused by:
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/// <list type="bullet">
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/// <item>Reaching a damage threshold that causes a <see cref="ExplodeBehavior"/></item>
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/// <item>Being triggered via the <see cref="ExplodeOnTriggerComponent"/></item>
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/// <item>Manually by some other system via functions in <see cref="ExplosionHelper"/> (for example, chemistry's
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/// <see cref="ExplosionReactionEffect"/>).</item>
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/// </list>
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/// </remarks>
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[RegisterComponent]
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public class ExplosiveComponent : Component
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{
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public override string Name => "Explosive";
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[DataField("devastationRange")]
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public int DevastationRange;
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[DataField("heavyImpactRange")]
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public int HeavyImpactRange;
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[DataField("lightImpactRange")]
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public int LightImpactRange;
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[DataField("flashRange")]
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public int FlashRange;
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public bool Exploding { get; set; } = false;
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}
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}
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