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- using Content.Shared.Light.Components;
- using Robust.Shared.Prototypes;
- namespace Content.Server.GameTicking.Rules.VariationPass.Components;
- /// <summary>
- /// This handle randomly destroying lights, causing them to flicker endlessly, or replacing their tube/bulb with different variants.
- /// </summary>
- [RegisterComponent]
- public sealed partial class PoweredLightVariationPassComponent : Component
- {
- /// <summary>
- /// Chance that a light will be replaced with a broken variant.
- /// </summary>
- [DataField]
- public float LightBreakChance = 0.15f;
- /// <summary>
- /// Chance that a light will be replaced with an aged variant.
- /// </summary>
- [DataField]
- public float LightAgingChance = 0.05f;
- [DataField]
- public float AgedLightTubeFlickerChance = 0.03f;
- [DataField]
- public EntProtoId BrokenLightBulbPrototype = "LightBulbBroken";
- [DataField]
- public EntProtoId BrokenLightTubePrototype = "LightTubeBroken";
- [DataField]
- public EntProtoId AgedLightBulbPrototype = "LightBulbOld";
- [DataField]
- public EntProtoId AgedLightTubePrototype = "LightTubeOld";
- }
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