Singulo/Radiation Tweaks (#6045)
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
This commit is contained in:
@@ -2,6 +2,7 @@ using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Shared.Radiation
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{
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@@ -10,7 +11,8 @@ namespace Content.Shared.Radiation
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{
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public override string Name => "RadiationPulse";
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public virtual float RadsPerSecond { get; set; }
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[DataField("radsPerSecond")]
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public float RadsPerSecond { get; set; } = 1;
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/// <summary>
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/// Radius of the pulse from its position
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@@ -30,16 +32,16 @@ namespace Content.Shared.Radiation
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[Serializable, NetSerializable]
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public class RadiationPulseState : ComponentState
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{
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public readonly float RadsPerSecond;
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// not networking RadsPerSecond because damage is only ever dealt by server-side systems.
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public readonly float Range;
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public readonly bool Draw;
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public readonly bool Decay;
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public readonly TimeSpan StartTime;
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public readonly TimeSpan EndTime;
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public RadiationPulseState(float radsPerSecond, float range, bool draw, bool decay, TimeSpan startTime, TimeSpan endTime)
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public RadiationPulseState(float range, bool draw, bool decay, TimeSpan startTime, TimeSpan endTime)
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{
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RadsPerSecond = radsPerSecond;
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Range = range;
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Draw = draw;
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Decay = decay;
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