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- using Robust.Shared.GameStates;
- namespace Content.Shared.Singularity.Components;
- [RegisterComponent, NetworkedComponent]
- public sealed partial class ContainmentFieldComponent : Component
- {
- /// <summary>
- /// The throw force for the field if an entity collides with it
- /// The lighter the mass the further it will throw. 5 mass will go about 4 tiles out, 70 mass goes only a couple tiles.
- /// </summary>
- [DataField("throwForce")]
- public float ThrowForce = 100f;
- /// <summary>
- /// This shouldn't be at 99999 or higher to prevent the singulo glitching out
- /// Will throw anything at the supplied mass or less that collides with the field.
- /// </summary>
- [DataField("maxMass")]
- public float MaxMass = 10000f;
- /// <summary>
- /// Should field vaporize garbage that collides with it?
- /// </summary>
- [DataField]
- public bool DestroyGarbage = true;
- }
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