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* No more permastuns * Throwing rocks at the problem * Update StunOnCollideSystem.cs * Update Content.Server/Stunnable/Systems/StunOnCollideSystem.cs Co-authored-by: SnappingOpossum <snappingopossum@outlook.com> --------- Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
73 lines
1.7 KiB
C#
73 lines
1.7 KiB
C#
using Content.Server.Stunnable.Systems;
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using Content.Shared.Whitelist;
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namespace Content.Server.Stunnable.Components;
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/// <summary>
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/// Adds stun when it collides with an entity
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/// </summary>
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[RegisterComponent, Access(typeof(StunOnCollideSystem))]
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public sealed partial class StunOnCollideComponent : Component
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{
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// TODO: Can probably predict this.
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/// <summary>
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/// How long we are stunned for
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/// </summary>
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[DataField]
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public TimeSpan StunAmount;
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/// <summary>
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/// How long we are knocked down for
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/// </summary>
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[DataField]
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public TimeSpan KnockdownAmount;
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/// <summary>
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/// How long we are slowed down for
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/// </summary>
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[DataField]
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public TimeSpan SlowdownAmount;
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/// <summary>
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/// Multiplier for a mob's walking speed
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/// </summary>
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[DataField]
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public float WalkSpeedModifier = 1f;
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/// <summary>
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/// Multiplier for a mob's sprinting speed
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/// </summary>
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[DataField]
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public float SprintSpeedModifier = 1f;
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/// <summary>
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/// Refresh Stun or Slowdown on hit
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/// </summary>
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[DataField]
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public bool Refresh = true;
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/// <summary>
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/// Should the entity try and stand automatically after being knocked down?
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/// </summary>
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[DataField]
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public bool AutoStand = true;
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/// <summary>
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/// Should the entity drop their items upon first being knocked down?
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/// </summary>
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[DataField]
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public bool Drop = true;
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/// <summary>
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/// Fixture we track for the collision.
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/// </summary>
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[DataField("fixture")] public string FixtureID = "projectile";
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///<summary>
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/// Allows blacklisting of entities
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/// </summary>
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[DataField]
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public EntityWhitelist Blacklist = new();
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}
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