Carp wave spawner and dragons as an actual event (#10254)
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@@ -0,0 +1,13 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared.Movement.Components;
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/// <summary>
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/// Is this entity always considered to be touching a wall?
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/// i.e. when weightless they're floaty but still have free movement.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed class MovementAlwaysTouchingComponent : Component
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{
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}
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@@ -8,6 +8,9 @@ using Robust.Shared.Serialization;
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namespace Content.Shared.Movement.Components
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{
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/// <summary>
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/// Ignores gravity entirely.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed class MovementIgnoreGravityComponent : Component
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{
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@@ -17,7 +20,6 @@ namespace Content.Shared.Movement.Components
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[DataField("gravityState")] public bool Weightless = false;
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}
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[NetSerializable, Serializable]
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public sealed class MovementIgnoreGravityComponentState : ComponentState
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{
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@@ -56,55 +56,55 @@ namespace Content.Shared.Movement.Components
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/// <summary>
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/// Minimum speed a mob has to be moving before applying movement friction.
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/// </summary>
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[DataField("minimumFrictionSpeed")]
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[ViewVariables(VVAccess.ReadWrite), DataField("minimumFrictionSpeed")]
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public float MinimumFrictionSpeed = DefaultMinimumFrictionSpeed;
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/// <summary>
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/// The negative velocity applied for friction when weightless and providing inputs.
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/// </summary>
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[DataField("weightlessFriction")]
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[ViewVariables(VVAccess.ReadWrite), DataField("weightlessFriction")]
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public float WeightlessFriction = DefaultWeightlessFriction;
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/// <summary>
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/// The negative velocity applied for friction when weightless and not providing inputs.
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/// This is essentially how much their speed decreases per second.
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/// </summary>
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[DataField("weightlessFrictionNoInput")]
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[ViewVariables(VVAccess.ReadWrite), DataField("weightlessFrictionNoInput")]
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public float WeightlessFrictionNoInput = DefaultWeightlessFrictionNoInput;
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/// <summary>
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/// The movement speed modifier applied to a mob's total input velocity when weightless.
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/// </summary>
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[DataField("weightlessModifier")]
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[ViewVariables(VVAccess.ReadWrite), DataField("weightlessModifier")]
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public float WeightlessModifier = DefaultWeightlessModifier;
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/// <summary>
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/// The acceleration applied to mobs when moving and weightless.
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/// </summary>
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[DataField("weightlessAcceleration")]
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[ViewVariables(VVAccess.ReadWrite), DataField("weightlessAcceleration")]
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public float WeightlessAcceleration = DefaultWeightlessAcceleration;
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/// <summary>
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/// The acceleration applied to mobs when moving.
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/// </summary>
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[DataField("acceleration")]
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[ViewVariables(VVAccess.ReadWrite), DataField("acceleration")]
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public float Acceleration = DefaultAcceleration;
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/// <summary>
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/// The negative velocity applied for friction.
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/// </summary>
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[DataField("friction")]
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[ViewVariables(VVAccess.ReadWrite), DataField("friction")]
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public float Friction = DefaultFriction;
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/// <summary>
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/// The negative velocity applied for friction.
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/// </summary>
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[DataField("frictionNoInput")] public float? FrictionNoInput = null;
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[ViewVariables(VVAccess.ReadWrite), DataField("frictionNoInput")] public float? FrictionNoInput = null;
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[DataField("baseWalkSpeed")]
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[ViewVariables(VVAccess.ReadWrite), DataField("baseWalkSpeed")]
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public float BaseWalkSpeed { get; set; } = DefaultBaseWalkSpeed;
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[DataField("baseSprintSpeed")]
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[ViewVariables(VVAccess.ReadWrite), DataField("baseSprintSpeed")]
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public float BaseSprintSpeed { get; set; } = DefaultBaseSprintSpeed;
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[ViewVariables]
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