Rename Miasma to Ammonia (#22791)
* Rename Miasma to Ammonia * Namespace changes * Map change????? why
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49
Content.Shared/Atmos/Rotting/RottingComponent.cs
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49
Content.Shared/Atmos/Rotting/RottingComponent.cs
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using Content.Shared.Damage;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Atmos.Rotting;
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/// <summary>
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/// Tracking component for stuff that has started to rot.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class RottingComponent : Component
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{
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/// <summary>
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/// Whether or not the rotting should deal damage
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/// </summary>
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[DataField("dealDamage"), ViewVariables(VVAccess.ReadWrite)]
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public bool DealDamage = true;
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/// <summary>
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/// When the next check will happen for rot progression + effects like damage and ammonia
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/// </summary>
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[DataField("nextRotUpdate", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan NextRotUpdate = TimeSpan.Zero;
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/// <summary>
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/// How long in between each rot update.
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/// </summary>
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[DataField("rotUpdateRate"), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan RotUpdateRate = TimeSpan.FromSeconds(5);
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/// <summary>
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/// How long has this thing been rotting?
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/// </summary>
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[DataField("totalRotTime"), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan TotalRotTime = TimeSpan.Zero;
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/// <summary>
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/// The damage dealt by rotting.
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/// </summary>
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[DataField("damage")]
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public DamageSpecifier Damage = new()
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{
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DamageDict = new()
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{
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{ "Blunt", 0.06 },
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{ "Cellular", 0.06 }
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}
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};
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}
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