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- using Content.Shared.FixedPoint;
- namespace Content.Shared.Fluids.Components;
- /// <summary>
- /// Makes a solution contained in this entity spillable.
- /// Spills can occur when a container with this component overflows,
- /// is used to melee attack something, is equipped (see <see cref="SpillWorn"/>),
- /// lands after being thrown, or has the Spill verb used.
- /// </summary>
- [RegisterComponent]
- public sealed partial class SpillableComponent : Component
- {
- [DataField("solution")]
- public string SolutionName = "puddle";
- [DataField]
- public float? SpillDelay;
- /// <summary>
- /// At most how much reagent can be splashed on someone at once?
- /// </summary>
- [DataField]
- public FixedPoint2 MaxMeleeSpillAmount = FixedPoint2.New(20);
- /// <summary>
- /// Should this item be spilled when thrown?
- /// </summary>
- [DataField]
- public bool SpillWhenThrown = true;
- }
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