Refactors radiation (#2009)
* Work on refactoring radiation. * mmmm grayons * fixes * Now you can specify whether the pulse will decay or not * whoops * Move IRadiationAct to shared, make DamageableComponent implement it instead and add metallic resistances to walls * General improvements, send draw and decay with state. Rename DPS to RadsPerSecond * E N T I T Y C O O R D I N A T E S * Entity coordinates goood * Remove unused using statements * resistances: metallicResistances * - type: Breakable moment Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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@@ -1,4 +1,5 @@
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.StationEvents;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.Utility;
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using JetBrains.Annotations;
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@@ -114,7 +115,8 @@ namespace Content.Server.StationEvents
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private void SpawnPulse(IMapGrid mapGrid)
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{
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_entityManager.SpawnEntity("RadiationPulse", FindRandomGrid(mapGrid));
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var pulse = _entityManager.SpawnEntity("RadiationPulse", FindRandomGrid(mapGrid));
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pulse.GetComponent<RadiationPulseComponent>().DoPulse();
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_timeUntilPulse = _robustRandom.NextFloat() * (MaxPulseDelay - MinPulseDelay) + MinPulseDelay;
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_pulsesRemaining -= 1;
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}
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