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crystall-punk-14/Content.Shared/Slippery/SlipperyComponent.cs

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using Content.Shared.StepTrigger.Components;
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using Robust.Shared.Audio;
using Robust.Shared.GameStates;
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namespace Content.Shared.Slippery
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{
/// <summary>
/// Causes somebody to slip when they walk over this entity.
/// </summary>
/// <remarks>
/// Requires <see cref="StepTriggerComponent"/>, see that component for some additional properties.
/// </remarks>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class SlipperyComponent : Component
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{
/// <summary>
/// Path to the sound to be played when a mob slips.
/// </summary>
[DataField, AutoNetworkedField]
[Access(Other = AccessPermissions.ReadWriteExecute)]
public SoundSpecifier SlipSound = new SoundPathSpecifier("/Audio/Effects/slip.ogg");
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/// <summary>
/// How many seconds the mob will be paralyzed for.
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/// </summary>
[DataField, AutoNetworkedField]
[Access(Other = AccessPermissions.ReadWrite)]
public float ParalyzeTime = 1.5f;
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/// <summary>
/// The entity's speed will be multiplied by this to slip it forwards.
/// </summary>
[DataField, AutoNetworkedField]
[Access(Other = AccessPermissions.ReadWrite)]
public float LaunchForwardsMultiplier = 1.5f;
/// <summary>
/// If this is true, any slipping entity loses its friction until
/// it's not colliding with any SuperSlippery entities anymore.
/// </summary>
[DataField, AutoNetworkedField]
[Access(Other = AccessPermissions.ReadWrite)]
public bool SuperSlippery;
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}
}