ECS damageable (#4529)
* ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
This commit is contained in:
16
Resources/Prototypes/Damage/containers.yml
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16
Resources/Prototypes/Damage/containers.yml
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- type: damageContainer
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id: Biological
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supportedGroups:
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- Brute
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- Burn
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- Toxin
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- Airloss
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- Genetic
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- type: damageContainer
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id: Inorganic
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supportedGroups:
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- Brute
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supportedTypes:
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- Heat
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- Shock
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@@ -1,97 +0,0 @@
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# Silver: Todo break out into damage_type,damage_class, damage_container yml files when we support loading prototypes by priority.
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- type: damageType
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id: Blunt
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- type: damageType
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id: Slash
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- type: damageType
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id: Piercing
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- type: damageType
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id: Heat
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- type: damageType
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id: Shock
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- type: damageType
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id: Cold
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# Poison damage. Generally caused by various reagents being metabolised.
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- type: damageType
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id: Poison
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- type: damageType
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id: Radiation
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# Damage due to being unable to breathe.
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# Represents not enough oxygen (or equivalent) getting to the blood.
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# Usually healed automatically if entity can breathe
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- type: damageType
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id: Asphyxiation
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# Damage representing not having enough blood.
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# Represents there not enough blood to supply oxygen (or equivalent).
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- type: damageType
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id: Bloodloss
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- type: damageType
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id: Cellular
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- type: damageGroup
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id: Brute
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damageTypes:
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- Blunt
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- Slash
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- Piercing
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- type: damageGroup
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id: Burn
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damageTypes:
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- Heat
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- Shock
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- Cold
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# Airloss (sometimes called oxyloss)
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# Caused by asphyxiation or bloodloss.
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# Note that most medicine and damaging effects should probably modify either asphyxiation or
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# bloodloss, not this whole group, unless you have a wonder drug that affects both.
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- type: damageGroup
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id: Airloss
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damageTypes:
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- Asphyxiation
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- Bloodloss
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# As with airloss, most medicine and damage effects should probably modify either poison or radiation.
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# Though there are probably some radioactive poisons.
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- type: damageGroup
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id: Toxin
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damageTypes:
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- Poison
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- Radiation
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- type: damageGroup
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id: Genetic
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damageTypes:
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- Cellular
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- type: damageContainer
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id: allDamageContainer
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supportAll: true
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- type: damageContainer
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id: biologicalDamageContainer
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supportedGroups:
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- Brute
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- Burn
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- Toxin
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- Airloss
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- Genetic
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- type: damageContainer
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id: metallicDamageContainer
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supportedGroups:
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- Brute
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- Burn
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36
Resources/Prototypes/Damage/groups.yml
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36
Resources/Prototypes/Damage/groups.yml
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- type: damageGroup
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id: Brute
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damageTypes:
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- Blunt
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- Slash
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- Piercing
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- type: damageGroup
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id: Burn
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damageTypes:
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- Heat
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- Shock
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- Cold
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# Airloss (sometimes called oxyloss)
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# Caused by asphyxiation or bloodloss.
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# Note that most medicine and damaging effects should probably modify either asphyxiation or
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# bloodloss, not this whole group, unless you have a wonder drug that affects both.
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- type: damageGroup
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id: Airloss
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damageTypes:
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- Asphyxiation
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- Bloodloss
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# As with airloss, most medicine and damage effects should probably modify either poison or radiation.
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# Though there are probably some radioactive poisons.
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- type: damageGroup
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id: Toxin
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damageTypes:
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- Poison
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- Radiation
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- type: damageGroup
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id: Genetic
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damageTypes:
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- Cellular
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@@ -1,134 +1,30 @@
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- type: resistanceSet
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id: defaultResistances
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coefficients:
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Blunt: 1.0
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Slash: 1.0
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Piercing: 1.0
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Heat: 1.0
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Shock: 1.0
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Cold: 1.0
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Poison: 1.0
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Radiation: 1.0
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Asphyxiation: 1.0
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Bloodloss: 1.0
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Cellular: 1.0
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flatReductions:
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Blunt: 0
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Slash: 0
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Piercing: 0
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Heat: 0
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Shock: 0
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Cold: 0
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Poison: 0
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Radiation: 0
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Asphyxiation: 0
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Bloodloss: 0
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Cellular: 0
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- type: resistanceSet
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id: dionaResistances
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coefficients:
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Blunt: 0.5
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Slash: 1.2
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Piercing: 0.7
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Heat: 1.8
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Shock: 0.5
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Cold: 1.5
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Poison: 0.8
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Radiation: 0
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Asphyxiation: 1.0
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Bloodloss: 1.0
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Cellular: 1.0
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flatReductions:
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Blunt: 0
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Slash: 0
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Piercing: 0
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Heat: 0
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Shock: 0
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Cold: 0
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Poison: 0
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Radiation: 0
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Asphyxiation: 0
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Bloodloss: 0
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Cellular: 0
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- type: resistanceSet
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id: metallicResistances
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id: Metallic
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coefficients:
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Blunt: 0.7
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Slash: 0.5
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Piercing: 0.7
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Heat: 1.0
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Shock: 1.2
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Cold: 0
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Poison: 0
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Radiation: 0
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Asphyxiation: 0
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Bloodloss: 0
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Cellular: 0
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flatReductions:
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Blunt: 5
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Slash: 0
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Piercing: 0
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Heat: 0
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Shock: 0
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Cold: 0
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Poison: 0
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Radiation: 0
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Asphyxiation: 0
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Bloodloss: 0
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Cellular: 0
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- type: resistanceSet
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id: inflatableResistances
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id: Inflatable
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coefficients:
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Blunt: 0.5
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Slash: 1.0
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Piercing: 2.0
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Heat: 0.5
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Shock: 0
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Cold: 0
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Poison: 0
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Radiation: 0
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Asphyxiation: 0
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Bloodloss: 0
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Cellular: 0
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flatReductions:
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Blunt: 5
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Slash: 0
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Piercing: 0
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Heat: 0
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Shock: 0
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Cold: 0
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Poison: 0
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Radiation: 0
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Asphyxiation: 0
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Bloodloss: 0
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Cellular: 0
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- type: resistanceSet
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id: glassResistances
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id: Glass
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coefficients:
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Blunt: 0.5
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Slash: 0.5
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Piercing: 0.5
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Heat: 0
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Shock: 0
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Cold: 0
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Poison: 0
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Radiation: 0
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Asphyxiation: 0
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Bloodloss: 0
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Cellular: 0
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flatReductions:
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Blunt: 5
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Slash: 0
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Piercing: 0
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Heat: 0
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Shock: 0
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Cold: 0
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Poison: 0
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Radiation: 0
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Asphyxiation: 0
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Bloodloss: 0
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Cellular: 0
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Blunt: 5
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38
Resources/Prototypes/Damage/types.yml
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38
Resources/Prototypes/Damage/types.yml
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- type: damageType
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id: Blunt
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- type: damageType
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id: Slash
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- type: damageType
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id: Piercing
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- type: damageType
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id: Heat
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- type: damageType
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id: Shock
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- type: damageType
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id: Cold
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# Poison damage. Generally caused by various reagents being metabolised.
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- type: damageType
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id: Poison
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- type: damageType
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id: Radiation
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# Damage due to being unable to breathe.
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# Represents not enough oxygen (or equivalent) getting to the blood.
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# Usually healed automatically if entity can breathe
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- type: damageType
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id: Asphyxiation
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# Damage representing not having enough blood.
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# Represents there not enough blood to supply oxygen (or equivalent).
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- type: damageType
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id: Bloodloss
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- type: damageType
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id: Cellular
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Reference in New Issue
Block a user