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https://github.com/space-syndicate/space-station-14.git
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* xenoborg oil * xenoborg oil vial * oil gun * minor fix to all welders * make it more flammable * turn into a ampoule * update the proto * don't declare the anchors again * rename state * its now a proper item * make it spill from hitting something, but not from the hand * fix description * AmmoVisuals.IsFull * make reloading animation * update sprite * oil gun module * add todo comment * less fire stacks per direct hit * increase evaporation speed * make it darker and not recognizable * make oil color darker on the sprite * add a crystal * make it slower * add fire sprite * oil gun now comes with a tiny fire * some description * make gun glow a little * have to be ignited * fix * update sprite * flame in separate layer * ops * make the bullets slower * fix the angle * ops, it was uppercase * comment * typo * empty commit * overkill behavior is now automatic * fix xenoborg ampoule * oil gun custom ammo sprites * remove glass thing * alphabetical * fix ampoule proto * use localizedLabel * update ammo counter sprite
45 lines
1.4 KiB
C#
45 lines
1.4 KiB
C#
using Content.Shared.FixedPoint;
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namespace Content.Shared.Fluids.Components;
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/// <summary>
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/// Makes a solution contained in this entity spillable.
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/// Spills can occur when a container with this component overflows,
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/// is used to melee attack something, is equipped (see <see cref="SpillWorn"/>),
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/// lands after being thrown, or has the Spill verb used.
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/// </summary>
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[RegisterComponent]
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public sealed partial class SpillableComponent : Component
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{
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[DataField("solution")]
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public string SolutionName = "puddle";
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[DataField]
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public float? SpillDelay;
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/// <summary>
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/// If you can spill the reagent from the container from your hands with the the spill verb
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/// </summary>
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[DataField]
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public bool CanSpillFromHand = true;
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/// <summary>
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/// At most how much reagent can be splashed on someone at once?
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/// </summary>
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[DataField]
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public FixedPoint2 MaxMeleeSpillAmount = FixedPoint2.New(20);
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/// <summary>
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/// Should this item be spilled when thrown?
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/// </summary>
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[DataField]
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public bool SpillWhenThrown = true;
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/// <summary>
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/// If true, melee processing will stop if any reagent is transferred.
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/// Otherwise, melee processing keeps occuring allowing both reagent
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/// transfer and melee damage to happen.
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/// </summary>
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[DataField]
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public bool PreventMelee = true;
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}
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