using Content.Server.Anomaly.Effects; using Robust.Shared.Audio; namespace Content.Server.Anomaly.Components; [RegisterComponent, Access(typeof(BluespaceAnomalySystem))] public sealed partial class BluespaceAnomalyComponent : Component { /// /// The maximum radius that the shuffle effect will extend for /// scales with stability /// [DataField("maxShuffleRadius"), ViewVariables(VVAccess.ReadWrite)] public float MaxShuffleRadius = 10; /// /// The maximum MAX distance the portal this anomaly is tied to can teleport you. /// [DataField("maxPortalRadius"), ViewVariables(VVAccess.ReadWrite)] public float MaxPortalRadius = 25; /// /// The minimum MAX distance the portal this anomaly is tied to can teleport you. /// [DataField("minPortalRadius"), ViewVariables(VVAccess.ReadWrite)] public float MinPortalRadius = 10; /// /// How far the supercritical event can teleport you /// [DataField("superCriticalTeleportRadius"), ViewVariables(VVAccess.ReadWrite)] public float SupercriticalTeleportRadius = 50f; /// /// The sound played after players are shuffled/teleported around /// [DataField("teleportSound"), ViewVariables(VVAccess.ReadWrite)] public SoundSpecifier TeleportSound = new SoundPathSpecifier("/Audio/Effects/teleport_arrival.ogg"); }