Revert "Emp more effects" (#16159)

This commit is contained in:
metalgearsloth
2023-05-06 20:45:49 +10:00
committed by GitHub
parent d0de7a3c83
commit 0da5a78509
18 changed files with 14 additions and 245 deletions

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@@ -1,27 +0,0 @@
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Emp;
/// <summary>
/// While entity has this component it is "disabled" by EMP.
/// Add desired behaviour in other systems
/// </summary>
[RegisterComponent, NetworkedComponent]
[Access(typeof(SharedEmpSystem))]
public sealed class EmpDisabledComponent : Component
{
/// <summary>
/// Moment of time when component is removed and entity stops being "disabled"
/// </summary>
[DataField("timeLeft", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
public TimeSpan DisabledUntil;
[DataField("effectCoolDown"), ViewVariables(VVAccess.ReadWrite)]
public float EffectCooldown = 3f;
/// <summary>
/// When next effect will be spawned
/// </summary>
public TimeSpan TargetTime = TimeSpan.Zero;
}

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@@ -1,10 +0,0 @@
using Robust.Shared.Timing;
namespace Content.Shared.Emp;
public abstract class SharedEmpSystem : EntitySystem
{
[Dependency] protected readonly IGameTiming Timing = default!;
protected const string EmpDisabledEffectPrototype = "EffectEmpDisabled";
}