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- using Content.Shared.Damage;
- using Content.Shared.NPC.Prototypes;
- using Robust.Shared.GameStates;
- using Robust.Shared.Prototypes;
- using Robust.Shared.Serialization;
- namespace Content.Shared.Clothing.Components;
- /// <summary>
- /// This is used for a mask that takes over the host when worn.
- /// </summary>
- [RegisterComponent, NetworkedComponent, Access(typeof(SharedCursedMaskSystem))]
- public sealed partial class CursedMaskComponent : Component
- {
- /// <summary>
- /// The current expression shown. Used to determine which effect is applied.
- /// </summary>
- [DataField]
- public CursedMaskExpression CurrentState = CursedMaskExpression.Neutral;
- /// <summary>
- /// Speed modifier applied when the "Joy" expression is present.
- /// </summary>
- [DataField]
- public float JoySpeedModifier = 1.15f;
- /// <summary>
- /// Damage modifier applied when the "Despair" expression is present.
- /// </summary>
- [DataField]
- public DamageModifierSet DespairDamageModifier = new();
- /// <summary>
- /// Whether or not the mask is currently attached to an NPC.
- /// </summary>
- [DataField]
- public bool HasNpc;
- /// <summary>
- /// The mind that was booted from the wearer when the mask took over.
- /// </summary>
- [DataField]
- public EntityUid? StolenMind;
- [DataField]
- public ProtoId<NpcFactionPrototype> CursedMaskFaction = "SimpleHostile";
- [DataField]
- public HashSet<ProtoId<NpcFactionPrototype>> OldFactions = new();
- }
- [Serializable, NetSerializable]
- public enum CursedMaskVisuals : byte
- {
- State
- }
- [Serializable, NetSerializable]
- public enum CursedMaskExpression : byte
- {
- Neutral,
- Joy,
- Despair,
- Anger
- }
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