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* Add prototype-backed admin verb framework * Add reusable admin verb operations * Add smite-specific admin operations * Migrate admin smites to prototypes * More docs for god of docs * We dont have prediction here, so... * Final cleanup * Fix adminSmite * Add segment display control * Add generic thermoregulator * Add thermobath systems * Replace hotplate with thermobath * Refine thermobath layout * move simple smites to effects * move comps to effects * move add action to effect * move add mind role to effect * move add user interfaces to effect * move godmode to effect * move eye zoom to effect * move speed swap to effect * move spill bloodstream to effect * move remove organs to effect * move cream pie to effect * move slip to effect * fix server effect usings * move homing rod to effect * move locker stuff to effect * move tabletop dimension to effect * move pinball to effect * move yeet to effect * move silicon laws to effect * move ghost kick to effect * remove admin operations * revert sht * remove BOM * use admin verb prototypes for smites * add heart attack smite prototype * docs update * fix AdminSmiteVomitOrgans * split and move to shared * move to shared * move to shared and predict * PredictedQueueDel * fix Popup * fix HomingRod * port DeleteEntityEntityEffectSystem * fix StuffIntoLockerEntityEffectSystem * upd * fix eye * fix movement * fix!! * fix and doc * Add admin verb category prototype * upd AdminVerbPrototype * split verbs * SuperSuperSuperBonk * Update PopupMessageEntityEffectSystem.cs * fields --------- Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
37 lines
1.2 KiB
C#
37 lines
1.2 KiB
C#
using Content.Server.Administration.Systems;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.Administration.Components;
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/// <summary>
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/// Component to track the timer for the SuperBonk smite.
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/// </summary>
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[RegisterComponent, AutoGenerateComponentPause]
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[Access(typeof(SuperBonkSystem))]
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public sealed partial class SuperBonkComponent : Component
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{
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/// <summary>
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/// All of the tables the target will be bonked on.
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/// </summary>
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// TODO: Probably needs to be split into two fields
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public List<EntityUid>.Enumerator Tables;
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/// <summary>
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/// How often should we bonk.
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/// </summary>
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[DataField]
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public TimeSpan BonkCooldown = TimeSpan.FromMilliseconds(1500);
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/// <summary>
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/// Next time when we will bonk.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoPausedField]
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public TimeSpan NextBonk = TimeSpan.Zero;
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/// <summary>
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/// Whether to stop Super Bonk on the target once he dies. Otherwise it will continue until no other tables are left
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/// or the target is gibbed.
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/// </summary>
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[DataField]
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public bool StopWhenDead = true;
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}
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