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- using Robust.Shared.GameStates;
- using Robust.Shared.Prototypes;
- using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
- namespace Content.Shared.Atmos.Rotting;
- /// <summary>
- /// Lets an entity rot into another entity.
- /// Used by raw meat to turn into rotten meat.
- /// </summary>
- [RegisterComponent, NetworkedComponent]
- public sealed partial class RotIntoComponent : Component
- {
- /// <summary>
- /// Entity to rot into.
- /// </summary>
- [DataField("entity", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>)), ViewVariables(VVAccess.ReadWrite)]
- public string Entity = string.Empty;
- /// <summary>
- /// Rotting stage to turn at, this is a multiplier of the total rot time.
- /// 0 = rotting, 1 = bloated, 2 = extremely bloated
- /// </summary>
- [DataField("stage"), ViewVariables(VVAccess.ReadWrite)]
- public int Stage;
- }
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