Revenant 2: Electric Boogaloo (#11510)
* revenant 2: electric boogaloo * revevent * oversights * Update RevenantSystem.Abilities.cs * names * no shoote stouhg walls
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Revenant.Components;
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/// <summary>
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/// This is used for tracking lights that are overloaded
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/// and are about to zap a player.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed class RevenantOverloadedLightsComponent : Component
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{
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[ViewVariables]
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public EntityUid? Target;
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[ViewVariables(VVAccess.ReadWrite)]
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public float Accumulator = 0;
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[ViewVariables(VVAccess.ReadWrite)]
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public float ZapDelay = 3f;
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[ViewVariables(VVAccess.ReadWrite)]
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public float ZapRange = 4f;
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[DataField("zapBeamEntityId",customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string ZapBeamEntityId = "LightningRevenant";
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public float? OriginalEnergy;
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public bool OriginalEnabled = false;
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}
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