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* component outline * System port * super bonk detour * working good! * relay changes * the death of clumsy * why it stop working?? * now to test it * tested it * Actual genuine tests * final checks * buff up catch test * annoying test fail * refactor: minor whitespace and var rename changes * refactor: changed comments on top of methods to xml-doc for ClumsyStatusEffectSystem --------- Co-authored-by: iaada <iaada@users.noreply.github.com> Co-authored-by: Fildrance <fildrance@gmail.com>
32 lines
957 B
C#
32 lines
957 B
C#
using Content.Shared.Climbing.Systems;
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using Content.Shared.Clumsy.Components;
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using Content.Shared.Damage;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Climbing.Components;
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/// <summary>
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/// Damages and stuns entities afflicted with <see cref="ClumsyVaultStatusEffectComponent"/> upon climb interactions.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(ClimbSystem))]
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public sealed partial class BonkableComponent : Component
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{
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/// <summary>
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/// How long to stun players on bonk, in seconds.
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/// </summary>
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[DataField]
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public TimeSpan BonkTime = TimeSpan.FromSeconds(2);
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/// <summary>
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/// How much damage to apply on bonk.
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/// </summary>
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[DataField]
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public DamageSpecifier? BonkDamage;
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/// <summary>
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/// The sound of the bonk.
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/// </summary>
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[DataField]
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public SoundSpecifier BonkSound = new SoundCollectionSpecifier("TrayHit");
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}
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