Explosions and Grenades, Triggers, OnDestroy, OnExAct, Fueltanks and destructible tables (#247)
* initial explosiveComponent * remove garbagee * assets * tile mass deletion baby * grenades * tweaks * Update Content.Server/GameObjects/Components/Explosion/ExplosiveComponent.cs Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Ex_act based on damage, fixes and tweaks * One finishing touch Done the most cringe way * ex_act explosions, tables are destructible now also adds fuel tanks * adds ex_act to mobs
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committed by
Pieter-Jan Briers
parent
f1aeaaa640
commit
10801af2f7
@@ -18,4 +18,7 @@
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<ProjectReference Include="..\RobustToolbox\Robust.Shared.Maths\Robust.Shared.Maths.csproj" />
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<ProjectReference Include="..\RobustToolbox\Robust.Shared\Robust.Shared.csproj" />
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</ItemGroup>
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<ItemGroup>
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<Folder Include="GameObjects\Components\Trigger\" />
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</ItemGroup>
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</Project>
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@@ -0,0 +1,20 @@
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using System;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Triggers
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{
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[NetSerializable]
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[Serializable]
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public enum TriggerVisuals
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{
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VisualState,
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}
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[NetSerializable]
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[Serializable]
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public enum TriggerVisualState
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{
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Primed,
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Unprimed,
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}
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}
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@@ -17,6 +17,7 @@ namespace Content.Shared.Maps
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public string DisplayName { get; private set; }
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public string SpriteName { get; private set; }
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public bool IsSubFloor { get; private set; }
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public string SubFloor { get; private set; }
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public bool CanCrowbar { get; private set; }
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public string FootstepSounds { get; private set; }
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public float Friction { get; set; }
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@@ -36,6 +37,10 @@ namespace Content.Shared.Maps
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{
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IsSubFloor = node.AsBool();
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}
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if (mapping.TryGetNode("subfloor", out var another_node))
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{
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SubFloor = another_node.AsString();
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}
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if (mapping.TryGetNode("can_crowbar", out node))
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{
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