Spray Nozzle & Backpack Water Tank (#16133)
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@@ -0,0 +1,26 @@
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using Content.Shared.Inventory;
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using Content.Shared.Weapons.Ranged.Systems;
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using Content.Shared.Whitelist;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Weapons.Ranged.Components;
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/// <summary>
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/// This is used for relaying ammo events
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/// to an entity in the user's clothing slot.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedGunSystem))]
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public sealed class ClothingSlotAmmoProviderComponent : AmmoProviderComponent
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{
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/// <summary>
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/// The slot that the ammo provider should be located in.
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/// </summary>
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[DataField("targetSlot", required: true)]
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public SlotFlags TargetSlot;
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/// <summary>
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/// A whitelist for determining whether or not an ammo provider is valid.
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/// </summary>
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[DataField("providerWhitelist")]
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public EntityWhitelist? ProviderWhitelist;
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}
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@@ -30,6 +30,13 @@ public partial class GunComponent : Component
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// These values are very small for now until we get a debug overlay and fine tune it
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/// <summary>
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/// A scalar value applied to the vector governing camera recoil.
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/// If 0, there will be no camera recoil.
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/// </summary>
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[DataField("cameraRecoilScalar"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public float CameraRecoilScalar = 1f;
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/// <summary>
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/// Last time the gun fired.
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/// Used for recoil purposes.
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@@ -0,0 +1,42 @@
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using Content.Shared.Weapons.Ranged.Systems;
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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.Weapons.Ranged.Components;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedGunSystem))]
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public sealed partial class SolutionAmmoProviderComponent : Component
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{
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/// <summary>
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/// The solution where reagents are extracted from for the projectile.
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/// </summary>
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[DataField("solutionId", required: true), AutoNetworkedField]
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public string SolutionId = default!;
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/// <summary>
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/// How much reagent it costs to fire once.
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/// </summary>
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[DataField("fireCost"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public float FireCost = 10;
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/// <summary>
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/// The amount of shots currently available.
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/// used for network predictions.
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/// </summary>
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[DataField("shots"), ViewVariables, AutoNetworkedField]
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public int Shots;
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/// <summary>
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/// The max amount of shots the gun can fire.
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/// used for network prediction
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/// </summary>
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[DataField("maxShots"), ViewVariables, AutoNetworkedField]
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public int MaxShots;
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/// <summary>
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/// The prototype that's fired by the gun.
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/// </summary>
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[DataField("proto", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>)), ViewVariables(VVAccess.ReadWrite)]
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public string Prototype = default!;
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}
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