| 12345678910111213141516171819202122232425262728293031323334353637383940 |
- using Robust.Shared.GameStates;
- namespace Content.Shared._Stalker.Stamina;
- [RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
- public sealed partial class StaminaActiveComponent : Component
- {
- /// <summary>
- /// Float on which our entity will be "stunned"
- /// </summary>
- [DataField("slowThreshold"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
- public float SlowThreshold = 180f;
- /// <summary>
- /// Value to compare with StaminaDamage and set default sprint speed back.
- /// If Stamina damage will be less than this value - default sprint will be set.
- /// </summary>
- [DataField("reviveStaminaLevel"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
- public float ReviveStaminaLevel = 80f;
- /// <summary>
- /// Stamina damage to apply when entity is running
- /// </summary>
- [DataField("runStaminaDamage"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
- public float RunStaminaDamage = 0.2f;
- /// <summary>
- /// Modifier to set entity sprint speed to a walking speed. Counts himself.
- /// Nothing will happen if you'll set it manually
- /// </summary>
- public float SprintModifier = 0.5f;
- public bool Change;
- /// <summary>
- /// If our entity is slowed already.
- /// Nothing will happen if you'll set it manually.
- /// </summary>
- public bool Slowed = false;
- }
|