Files
OldThink/Content.Server/EnergyDome/EnergyDomeGeneratorComponent.cs
rhailrake c08cdeb84d Залью спеллы потестить, мне похуй ПР НОМЕР 156
* refactor CheZaHuetaMagicSystem

* эщкере

* alt-spells system. lmb, rmb, alt-click

* fix

* ChargeSpellsIndicator + Visual(CheZaHueta)

* Custom charge effect for spell

* Custom MaxChargeLevel

* Finally. Alt spells seems to work!! Need to start do spells and gamerule

* fuckkk

* fix crash, actually burn scroll..

* some fixes blyat

* ArcSpell

* очередная CheZaHuetaSystem, ForceSpell

* ONI'SOMA!

* mraow

* prepare this LMAO

* Yebanyy rot etogo kazino blyat! - CardsSpell

* forcewall

* nig

* blink

* Ethereal Jaunt

* игра говно

* Блядина

* ну на еще спеллов

* blyadina

* да иди ты нахуй БЛЯДЬ

* кто прочитал, тот сдохнет. сделай 5 репостов чтобы выжить....

* icons

* та ваще поебать

* одежда
2024-03-07 16:01:54 +00:00

86 lines
2.5 KiB
C#

using Content.Shared.DeviceLinking;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
namespace Content.Server.EnergyDome;
/// <summary>
/// component, allows an entity to generate a battery-powered energy dome of a specific type.
/// </summary>
[RegisterComponent, Access(typeof(EnergyDomeSystem))] //Access add
public sealed partial class EnergyDomeGeneratorComponent : Component
{
[DataField]
public bool Enabled = false;
/// <summary>
/// How much energy will be spent from the battery per unit of damage taken by the shield.
/// </summary>
[DataField]
public float DamageEnergyDraw = 10f;
/// <summary>
/// Whether or not the dome can be toggled via standard interactions
/// (alt verbs, using in hand, etc)
/// </summary>
[DataField]
public bool CanInteractUse = true;
/// <summary>
/// Can the NetworkDevice system activate and deactivate the barrier?
/// </summary>
[DataField]
public bool CanDeviceNetworkUse = false;
//Dome
[DataField, ViewVariables(VVAccess.ReadWrite)]
public EntProtoId DomePrototype = "EnergyDomeSmallRed";
[DataField]
public EntityUid? SpawnedDome;
/// <summary>
/// the entity on which the shield will be hung. This is either the container containing
/// the item or the item itself. Determined when the shield is activated,
/// it is stored in the component for changing the protected entity.
/// </summary>
[DataField]
public EntityUid? DomeParentEntity;
//Action
[DataField]
public EntProtoId ToggleAction = "ActionToggleDome";
[DataField]
public EntityUid? ToggleActionEntity;
//Sounds
[DataField]
public SoundSpecifier AccessDeniedSound = new SoundPathSpecifier("/Audio/Machines/custom_deny.ogg");
[DataField]
public SoundSpecifier TurnOnSound = new SoundPathSpecifier("/Audio/Machines/anomaly_sync_connect.ogg");
[DataField]
public SoundSpecifier EnergyOutSound = new SoundPathSpecifier("/Audio/Machines/energyshield_down.ogg");
[DataField]
public SoundSpecifier TurnOffSound = new SoundPathSpecifier("/Audio/Machines/button.ogg");
[DataField]
public SoundSpecifier ParrySound = new SoundPathSpecifier("/Audio/Machines/energyshield_parry.ogg")
{
Params = AudioParams.Default.WithVariation(0.05f)
};
//Ports
[DataField]
public ProtoId<SinkPortPrototype> TogglePort = "Toggle";
[DataField]
public ProtoId<SinkPortPrototype> OnPort = "On";
[DataField]
public ProtoId<SinkPortPrototype> OffPort = "Off";
}