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- using Robust.Shared.GameStates;
- namespace Content.Shared.HotPotato;
- /// <summary>
- /// Added to an activated hot potato. Controls hot potato transfer on server / effect spawning on client.
- /// </summary>
- [RegisterComponent, NetworkedComponent]
- [Access(typeof(SharedHotPotatoSystem))]
- public sealed partial class ActiveHotPotatoComponent : Component
- {
- /// <summary>
- /// Hot potato effect spawn cooldown in seconds
- /// </summary>
- [DataField("effectCooldown"), ViewVariables(VVAccess.ReadWrite)]
- public float EffectCooldown = 0.3f;
- /// <summary>
- /// Moment in time next effect will be spawned
- /// </summary>
- [ViewVariables(VVAccess.ReadWrite)]
- public TimeSpan TargetTime = TimeSpan.Zero;
- }
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