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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>
37 lines
1.1 KiB
C#
37 lines
1.1 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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[DataField]
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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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