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OvertimeStaminaDamageComponent.cs 1.3 KB

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  1. // SPDX-FileCopyrightText: 2024 username <113782077+whateverusername0@users.noreply.github.com>
  2. // SPDX-FileCopyrightText: 2024 whateverusername0 <whateveremail>
  3. // SPDX-FileCopyrightText: 2025 Aiden <28298836+Aidenkrz@users.noreply.github.com>
  4. // SPDX-FileCopyrightText: 2025 Misandry <mary@thughunt.ing>
  5. // SPDX-FileCopyrightText: 2025 gus <august.eymann@gmail.com>
  6. //
  7. // SPDX-License-Identifier: AGPL-3.0-or-later
  8. using Robust.Shared.GameObjects;
  9. using Robust.Shared.GameStates;
  10. using Robust.Shared.Serialization.Manager.Attributes;
  11. using Robust.Shared.ViewVariables;
  12. namespace Content.Shared.Common.Stunnable;
  13. [RegisterComponent, NetworkedComponent]
  14. public sealed partial class OvertimeStaminaDamageComponent : Component
  15. {
  16. [DataField] public float Delay = 1f;
  17. [ViewVariables(VVAccess.ReadWrite)] public float Timer = 1f;
  18. /// <summary>
  19. /// Total amount of stamina damage a person is about to get
  20. /// </summary>
  21. [DataField] public float Amount = 10f;
  22. [ViewVariables(VVAccess.ReadWrite)] public float Damage = 10f;
  23. /// <summary>
  24. /// Divisor. How much damage should we add overtime.
  25. /// </summary>
  26. /// <remarks> For example, if the divisor is 5, out entity will get the entire overtime stam damage only after 5 seconds. </remarks>
  27. [DataField] public float Delta = 5f;
  28. }