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- using Content.Shared.Damage;
- using Content.Shared.FixedPoint;
- using Content.Shared.Weapons.Melee.Events;
- using Robust.Shared.GameStates;
- namespace Content.Shared.Weapons.Melee.Components;
- /// <summary>
- /// This is used for adding in bonus damage via <see cref="GetMeleeWeaponEvent"/>
- /// This exists only for event relays and doing entity shenanigans.
- /// </summary>
- [RegisterComponent, NetworkedComponent, Access(typeof(SharedMeleeWeaponSystem))]
- public sealed partial class BonusMeleeDamageComponent : Component
- {
- /// <summary>
- /// The damage that will be added.
- /// </summary>
- [DataField("bonusDamage")]
- public DamageSpecifier? BonusDamage;
- /// <summary>
- /// A modifier set for the damage that will be dealt.
- /// </summary>
- [DataField("damageModifierSet")]
- public DamageModifierSet? DamageModifierSet;
- /// <summary>
- /// A flat damage increase added to <see cref="GetHeavyDamageModifierEvent"/>
- /// </summary>
- [DataField("heavyDamageFlatModifier"), ViewVariables(VVAccess.ReadWrite)]
- public FixedPoint2 HeavyDamageFlatModifier;
- /// <summary>
- /// A value multiplier by the value of <see cref="GetHeavyDamageModifierEvent"/>
- /// </summary>
- [DataField("heavyDamageMultiplier"), ViewVariables(VVAccess.ReadWrite)]
- public float HeavyDamageMultiplier = 1;
- }
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