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- using Robust.Shared.GameStates;
- using Robust.Shared.Prototypes;
- using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
- namespace Content.Shared.Revenant.Components;
- /// <summary>
- /// This is used for tracking lights that are overloaded
- /// and are about to zap a player.
- /// </summary>
- [RegisterComponent, NetworkedComponent]
- public sealed partial class RevenantOverloadedLightsComponent : Component
- {
- [ViewVariables]
- public EntityUid? Target;
- [ViewVariables(VVAccess.ReadWrite)]
- public float Accumulator = 0;
- [ViewVariables(VVAccess.ReadWrite)]
- public float ZapDelay = 3f;
- [ViewVariables(VVAccess.ReadWrite)]
- public float ZapRange = 4f;
- [DataField("zapBeamEntityId",customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
- public string ZapBeamEntityId = "LightningRevenant";
- public float? OriginalEnergy;
- public bool OriginalEnabled = false;
- }
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