Spray Nozzle & Backpack Water Tank (#16133)

This commit is contained in:
Nemanja
2023-05-05 21:50:09 -04:00
committed by GitHub
parent e80568747d
commit 98481fb9a2
30 changed files with 495 additions and 7 deletions

View File

@@ -0,0 +1,26 @@
using Content.Shared.Inventory;
using Content.Shared.Weapons.Ranged.Systems;
using Content.Shared.Whitelist;
using Robust.Shared.GameStates;
namespace Content.Shared.Weapons.Ranged.Components;
/// <summary>
/// This is used for relaying ammo events
/// to an entity in the user's clothing slot.
/// </summary>
[RegisterComponent, NetworkedComponent, Access(typeof(SharedGunSystem))]
public sealed class ClothingSlotAmmoProviderComponent : AmmoProviderComponent
{
/// <summary>
/// The slot that the ammo provider should be located in.
/// </summary>
[DataField("targetSlot", required: true)]
public SlotFlags TargetSlot;
/// <summary>
/// A whitelist for determining whether or not an ammo provider is valid.
/// </summary>
[DataField("providerWhitelist")]
public EntityWhitelist? ProviderWhitelist;
}

View File

@@ -30,6 +30,13 @@ public partial class GunComponent : Component
// These values are very small for now until we get a debug overlay and fine tune it
/// <summary>
/// A scalar value applied to the vector governing camera recoil.
/// If 0, there will be no camera recoil.
/// </summary>
[DataField("cameraRecoilScalar"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public float CameraRecoilScalar = 1f;
/// <summary>
/// Last time the gun fired.
/// Used for recoil purposes.

View File

@@ -0,0 +1,42 @@
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Weapons.Ranged.Components;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedGunSystem))]
public sealed partial class SolutionAmmoProviderComponent : Component
{
/// <summary>
/// The solution where reagents are extracted from for the projectile.
/// </summary>
[DataField("solutionId", required: true), AutoNetworkedField]
public string SolutionId = default!;
/// <summary>
/// How much reagent it costs to fire once.
/// </summary>
[DataField("fireCost"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public float FireCost = 10;
/// <summary>
/// The amount of shots currently available.
/// used for network predictions.
/// </summary>
[DataField("shots"), ViewVariables, AutoNetworkedField]
public int Shots;
/// <summary>
/// The max amount of shots the gun can fire.
/// used for network prediction
/// </summary>
[DataField("maxShots"), ViewVariables, AutoNetworkedField]
public int MaxShots;
/// <summary>
/// The prototype that's fired by the gun.
/// </summary>
[DataField("proto", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>)), ViewVariables(VVAccess.ReadWrite)]
public string Prototype = default!;
}