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- using Content.Shared.Nutrition.EntitySystems;
- using Content.Shared.FixedPoint;
- using Robust.Shared.Audio;
- using Robust.Shared.GameStates;
- namespace Content.Shared.Nutrition.Components;
- [NetworkedComponent, AutoGenerateComponentState]
- [RegisterComponent, Access(typeof(SharedDrinkSystem))]
- public sealed partial class DrinkComponent : Component
- {
- [DataField]
- public string Solution = "drink";
- [DataField, AutoNetworkedField]
- public SoundSpecifier UseSound = new SoundPathSpecifier("/Audio/Items/drink.ogg");
- [DataField, AutoNetworkedField]
- public FixedPoint2 TransferAmount = FixedPoint2.New(5);
- /// <summary>
- /// How long it takes to drink this yourself.
- /// </summary>
- [DataField, AutoNetworkedField]
- public float Delay = 1;
- [DataField, AutoNetworkedField]
- public bool Examinable = true;
- /// <summary>
- /// If true, trying to drink when empty will not handle the event.
- /// This means other systems such as equipping on use can run.
- /// Example usecase is the bucket.
- /// </summary>
- [DataField]
- public bool IgnoreEmpty;
- /// <summary>
- /// This is how many seconds it takes to force feed someone this drink.
- /// </summary>
- [DataField, AutoNetworkedField]
- public float ForceFeedDelay = 3;
- }
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