1
0

PlungerUseComponent.cs 1.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142
  1. using Robust.Shared.Audio;
  2. using Robust.Shared.GameStates;
  3. using Content.Shared.Random;
  4. using Robust.Shared.Prototypes;
  5. namespace Content.Shared.Plunger.Components
  6. {
  7. /// <summary>
  8. /// Entity can interact with plungers.
  9. /// </summary>
  10. [RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
  11. public sealed partial class PlungerUseComponent : Component
  12. {
  13. /// <summary>
  14. /// If true entity has been plungered.
  15. /// </summary>
  16. [DataField]
  17. [AutoNetworkedField]
  18. public bool Plunged;
  19. /// <summary>
  20. /// If true entity can interact with plunger.
  21. /// </summary>
  22. [DataField]
  23. [AutoNetworkedField]
  24. public bool NeedsPlunger = false;
  25. /// <summary>
  26. /// A weighted random entity prototype containing the different loot that rummaging can provide.
  27. /// </summary>
  28. [DataField]
  29. [AutoNetworkedField]
  30. public ProtoId<WeightedRandomEntityPrototype> PlungerLoot = "PlungerLoot";
  31. /// <summary>
  32. /// Sound played on rummage completion.
  33. /// </summary>
  34. [DataField]
  35. public SoundSpecifier Sound = new SoundPathSpecifier("/Audio/Effects/Fluids/glug.ogg");
  36. }
  37. }