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- using Robust.Shared.Random;
- namespace Content.Shared.Lightning;
- public abstract class SharedLightningSystem : EntitySystem
- {
- [Dependency] private readonly IRobustRandom _random = default!;
- /// <summary>
- /// Picks a random sprite state for the lightning. It's just data that gets passed to the <see cref="BeamComponent"/>
- /// </summary>
- /// <returns>Returns a string "lightning_" + the chosen random number.</returns>
- public string LightningRandomizer()
- {
- //When the lightning is made with TryCreateBeam, spawns random sprites for each beam to make it look nicer.
- var spriteStateNumber = _random.Next(1, 12);
- return ("lightning_" + spriteStateNumber);
- }
- }
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