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- using Content.Shared.Damage;
- using Robust.Shared.Audio;
- namespace Content.Server.ImmovableRod;
- [RegisterComponent]
- public sealed partial class ImmovableRodComponent : Component
- {
- public int MobCount = 0;
- [DataField("hitSound")]
- public SoundSpecifier Sound = new SoundCollectionSpecifier("MetalSlam");
- [DataField("hitSoundProbability")]
- public float HitSoundProbability = 0.1f;
- [DataField("minSpeed")]
- public float MinSpeed = 10f;
- [DataField("maxSpeed")]
- public float MaxSpeed = 35f;
- /// <remarks>
- /// Stuff like wizard rods might want to set this to false, so that they can set the velocity themselves.
- /// </remarks>
- [DataField("randomizeVelocity")]
- public bool RandomizeVelocity = true;
- /// <summary>
- /// Overrides the random direction for an immovable rod.
- /// </summary>
- [DataField("directionOverride")]
- public Angle DirectionOverride = Angle.Zero;
- /// <summary>
- /// With this set to true, rods will automatically set the tiles under them to space.
- /// </summary>
- [DataField("destroyTiles")]
- public bool DestroyTiles = true;
- /// <summary>
- /// If true, this will gib & delete bodies
- /// </summary>
- [DataField]
- public bool ShouldGib = true;
- /// <summary>
- /// Damage done, if not gibbing
- /// </summary>
- [DataField]
- public DamageSpecifier? Damage;
- }
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