Files
OldThink/Content.Shared/_White/Explosion/RMCExplosionShockWaveComponent.cs
ThereDrD 3a6b3ee1f4 Шейдер ударной волны для взрывов (#633)
* Adds shock wave shader (#2631)

Co-authored-by: DOOM <N/A>
Co-authored-by: Whisper <121047731+QuietlyWhisper@users.noreply.github.com>

* add explosive shockwave

* add shockwave to fireball

* wd edit

* cleanup

* remove exgreande beeping sound

---------

Co-authored-by: Vero <73014819+vero5123@users.noreply.github.com>
Co-authored-by: Whisper <121047731+QuietlyWhisper@users.noreply.github.com>
2024-08-17 23:59:11 +03:00

29 lines
985 B
C#

using Robust.Shared.GameStates;
namespace Content.Shared._White.Explosion
{
[RegisterComponent, NetworkedComponent]
[AutoGenerateComponentState]
[Access(typeof(SharedExplosionSystem))]
public sealed partial class ExplosionShockWaveComponent : Component
{
/// <summary>
/// The rate at which the wave fades, lower values means it's active for longer.
/// </summary>
[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public float FalloffPower = 40f;
/// <summary>
/// How sharp the wave distortion is. Higher values make the wave more pronounced.
/// </summary>
[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public float Sharpness = 10.0f;
/// <summary>
/// Width of the wave.
/// </summary>
[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public float Width = 0.8f;
}
}