Cherrypicks 5 (#440)
* Chances of triggering effects (#27056) * electrocution * slippery * flashibg * Update SlipperyComponent.cs * Update SlipperySystem.cs * Flash buff (#25730) * flash buff * oops! * bool * 3 -> 1.5 seconds * okay fix * sluth * Flash overlay rework and bugfixes (#27369) * fix mapping door access (#27784) Co-authored-by: deltanedas <@deltanedas:kde.org> * - fix: Errors. * - fix: Incorporeal. --------- Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
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@@ -1,10 +1,13 @@
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namespace Content.Server.Flash.Components
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namespace Content.Server.Flash.Components;
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/// <summary>
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/// Makes the entity immune to being flashed.
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/// When given to clothes in the "head", "eyes" or "mask" slot it protects the wearer.
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/// </summary>
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[RegisterComponent, Access(typeof(FlashSystem))]
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public sealed partial class FlashImmunityComponent : Component
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{
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[RegisterComponent, Access(typeof(FlashSystem))]
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public sealed partial class FlashImmunityComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("enabled")]
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public bool Enabled { get; set; } = true;
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}
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("enabled")]
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public bool Enabled { get; set; } = true;
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}
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