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- using Content.Shared.Gibbing.Systems;
- using Robust.Shared.Audio;
- using Robust.Shared.GameStates;
- using Robust.Shared.Prototypes;
- namespace Content.Shared.Gibbing.Components;
- [RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(GibbingSystem))]
- public sealed partial class GibbableComponent : Component
- {
- /// <summary>
- /// Giblet entity prototypes to randomly select from when spawning additional giblets
- /// </summary>
- [DataField, AutoNetworkedField]
- public List<EntProtoId> GibPrototypes = new();
- /// <summary>
- /// Number of giblet entities to spawn in addition to entity contents
- /// </summary>
- [DataField, AutoNetworkedField]
- public int GibCount;
- /// <summary>
- /// Sound to be played when this entity is gibbed, only played when playsound is true on the gibbing function
- /// </summary>
- [DataField, AutoNetworkedField]
- public SoundSpecifier? GibSound = new SoundCollectionSpecifier("gib", AudioParams.Default.WithVariation(0.025f));
- /// <summary>
- /// Max distance giblets can be dropped from an entity when NOT using physics-based scattering
- /// </summary>
- [DataField, AutoNetworkedField]
- public float GibScatterRange = 0.3f;
- }
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