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* carp rift spawns sharkminnows too * make sprite correct and copy dragon color * move mouth shader outside base carp * carp logic for each carp * shark weight 0.15 :DD * sharkminnow health to 100 * Formatting --------- Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
45 lines
1.2 KiB
C#
45 lines
1.2 KiB
C#
using Content.Shared.Dragon;
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using Content.Shared.EntityTable.EntitySelectors;
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namespace Content.Server.Dragon;
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// TODO: replace accumulators with timespan logic
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[RegisterComponent]
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public sealed partial class DragonRiftComponent : SharedDragonRiftComponent
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{
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/// <summary>
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/// Dragon that spawned this rift.
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/// </summary>
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[DataField]
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public EntityUid? Dragon;
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/// <summary>
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/// How long the rift has been active.
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/// </summary>
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[DataField]
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public float Accumulator = 0f;
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/// <summary>
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/// The maximum amount we can accumulate before becoming impervious.
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/// </summary>
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[DataField("maxAccumualator")] // load bearing typo...
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public float MaxAccumulator = 300f;
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/// <summary>
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/// Accumulation of the spawn timer.
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/// </summary>
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[DataField]
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public float SpawnAccumulator = 30f;
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/// <summary>
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/// How long it takes for a new spawn to be added.
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/// </summary>
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[DataField]
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public float SpawnCooldown = 30f;
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/// <summary>
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/// The table of entities to consider for spawning. One will be picked every spawn.
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/// </summary>
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[DataField(required: true)]
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public EntityTableSelector Spawn;
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}
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