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crystall-punk-14/Content.Server/GameObjects/Components/Mobs/StunnableComponent.cs

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using System;
using System.Threading;
using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Mobs;
using Content.Shared.Audio;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
using Timer = Robust.Shared.Timers.Timer;
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using Content.Shared.GameObjects.Components.Movement;
using Math = CannyFastMath.Math;
using MathF = CannyFastMath.MathF;
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namespace Content.Server.GameObjects.Components.Mobs
{
[RegisterComponent]
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[ComponentReference(typeof(SharedStunnableComponent))]
public class StunnableComponent : SharedStunnableComponent, IInteractHand
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{
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#pragma warning disable 649
[Dependency] private IGameTiming _gameTiming;
#pragma warning restore 649
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private TimeSpan? _lastStun;
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[ViewVariables] public TimeSpan? StunStart => _lastStun;
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[ViewVariables]
public TimeSpan? StunEnd => _lastStun == null
? (TimeSpan?) null
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: _gameTiming.CurTime +
(TimeSpan.FromSeconds(Math.Max(_stunnedTimer, Math.Max(_knockdownTimer, _slowdownTimer))));
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private const int StunLevels = 8;
private bool _canHelp = true;
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private float _stunCap = 20f;
private float _knockdownCap = 20f;
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private float _slowdownCap = 20f;
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private float _helpKnockdownRemove = 1f;
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private float _helpInterval = 1f;
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private float _stunnedTimer = 0f;
private float _knockdownTimer = 0f;
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private float _slowdownTimer = 0f;
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private string _stunTexture;
private CancellationTokenSource _statusRemoveCancellation = new CancellationTokenSource();
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[ViewVariables] public override bool Stunned => _stunnedTimer > 0f;
[ViewVariables] public override bool KnockedDown => _knockdownTimer > 0f;
[ViewVariables] public override bool SlowedDown => _slowdownTimer > 0f;
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[ViewVariables] public float StunCap => _stunCap;
[ViewVariables] public float KnockdownCap => _knockdownCap;
[ViewVariables] public float SlowdownCap => _slowdownCap;
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public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _stunCap, "stunCap", 20f);
serializer.DataField(ref _knockdownCap, "knockdownCap", 20f);
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serializer.DataField(ref _slowdownCap, "slowdownCap", 20f);
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serializer.DataField(ref _helpInterval, "helpInterval", 1f);
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serializer.DataField(ref _helpKnockdownRemove, "helpKnockdownRemove", 1f);
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serializer.DataField(ref _stunTexture, "stunTexture",
"/Textures/Objects/Melee/stunbaton.rsi/stunbaton_off.png");
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}
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/// <summary>
/// Stuns the entity, disallowing it from doing many interactions temporarily.
/// </summary>
/// <param name="seconds">How many seconds the mob will stay stunned</param>
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public void Stun(float seconds)
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{
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seconds = MathF.Min(_stunnedTimer + (seconds * StunTimeModifier), _stunCap);
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if (seconds <= 0f)
return;
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StandingStateHelper.DropAllItemsInHands(Owner, false);
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_stunnedTimer = seconds;
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_lastStun = _gameTiming.CurTime;
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SetStatusEffect();
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Dirty();
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}
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/// <summary>
/// Knocks down the mob, making it fall to the ground.
/// </summary>
/// <param name="seconds">How many seconds the mob will stay on the ground</param>
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public void Knockdown(float seconds)
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{
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seconds = MathF.Min(_knockdownTimer + (seconds * KnockdownTimeModifier), _knockdownCap);
if (seconds <= 0f)
Add Buckling (#1155) * Create BuckleableComponent.cs * Add strap component and keybind to buckle targeted entity * Remove buckle keybind, turn it into a verb * Add moving and attaching the buckled entity to the strap * Fix reality collapsing when clicking on a buckled entity * Add strap position to buckle a mob in the standing or down position * Add new default strap position that makes no change to the mob's standing state * Add Strap component to office chairs and stools * Add Strap component to the pilot chair * Add buckled status effect icon * Add status effect click behaviour * Add buckling and unbuckling sounds * Change Buckle verb to only appear when an entity can be currently buckled * Rotate buckled entity in the direction of the seat * Disable entity rotation when buckled * Fix buckle rotation on beds * Buckling now finds the closest strap to the buckleable entity * Fix rotation when unbuckling an entity * Move buckle verb to StrapComponent * Added buckled entity unbuckle verb, range and interaction checks * Add checks for currently occupied straps * Add unbuckling entity if its respective strap component is removed * Add Clickable, InteractionOutline and Collidable components to bed * Add rotation property to strap component * Rename Buckleable to Buckle * Add Buckle and Strap sizes to buckle multiple entities in the same strap * Remove out of range popup message from strap verb GetData * Move BuckledTo setter logic to its methods * Fix Strap BuckledEntities being public * Fix not updating status when Buckle component is removed * Change BuckleComponent.BuckledTo to be of type StrapComponent * Fix NRE when unbuckling * Add buckle perspective messages * Fix not equals comparison in strap verb * Add added check to Strap TryAdd * Change buckle.ogg and unbuckle.ogg from stereo to mono * Remove -2f volume on buckle and unbuckle sounds * Add summary to Strap TryAdd and Remove methods * Make buckled entities unable to fall * Fix default strap position not rotating the buckled entity * Add downing after unbuckling an entity if it is knocked down * Prevent an entity from buckling onto itself Fixes stack overflow error * Disable recursive buckling * Add buckling onto straps by clicking them with an empty hand * Add recursive buckle check to the trybuckle method as well * Fix being able to click on a different strap to unbuckle from the current one * Merge TryUnbuckle and ForceUnbuckle with a force argument * Remove explicit unimplemented status effect clicking cases * Add documentation to EffectBlockerSystem and ActionBlockerSystem
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{
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return;
Add Buckling (#1155) * Create BuckleableComponent.cs * Add strap component and keybind to buckle targeted entity * Remove buckle keybind, turn it into a verb * Add moving and attaching the buckled entity to the strap * Fix reality collapsing when clicking on a buckled entity * Add strap position to buckle a mob in the standing or down position * Add new default strap position that makes no change to the mob's standing state * Add Strap component to office chairs and stools * Add Strap component to the pilot chair * Add buckled status effect icon * Add status effect click behaviour * Add buckling and unbuckling sounds * Change Buckle verb to only appear when an entity can be currently buckled * Rotate buckled entity in the direction of the seat * Disable entity rotation when buckled * Fix buckle rotation on beds * Buckling now finds the closest strap to the buckleable entity * Fix rotation when unbuckling an entity * Move buckle verb to StrapComponent * Added buckled entity unbuckle verb, range and interaction checks * Add checks for currently occupied straps * Add unbuckling entity if its respective strap component is removed * Add Clickable, InteractionOutline and Collidable components to bed * Add rotation property to strap component * Rename Buckleable to Buckle * Add Buckle and Strap sizes to buckle multiple entities in the same strap * Remove out of range popup message from strap verb GetData * Move BuckledTo setter logic to its methods * Fix Strap BuckledEntities being public * Fix not updating status when Buckle component is removed * Change BuckleComponent.BuckledTo to be of type StrapComponent * Fix NRE when unbuckling * Add buckle perspective messages * Fix not equals comparison in strap verb * Add added check to Strap TryAdd * Change buckle.ogg and unbuckle.ogg from stereo to mono * Remove -2f volume on buckle and unbuckle sounds * Add summary to Strap TryAdd and Remove methods * Make buckled entities unable to fall * Fix default strap position not rotating the buckled entity * Add downing after unbuckling an entity if it is knocked down * Prevent an entity from buckling onto itself Fixes stack overflow error * Disable recursive buckling * Add buckling onto straps by clicking them with an empty hand * Add recursive buckle check to the trybuckle method as well * Fix being able to click on a different strap to unbuckle from the current one * Merge TryUnbuckle and ForceUnbuckle with a force argument * Remove explicit unimplemented status effect clicking cases * Add documentation to EffectBlockerSystem and ActionBlockerSystem
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}
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StandingStateHelper.Down(Owner);
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_knockdownTimer = seconds;
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_lastStun = _gameTiming.CurTime;
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SetStatusEffect();
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Dirty();
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}
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/// <summary>
/// Applies knockdown and stun to the mob temporarily
/// </summary>
/// <param name="seconds">How many seconds the mob will be paralyzed</param>
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public void Paralyze(float seconds)
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{
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Stun(seconds);
Knockdown(seconds);
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}
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/// <summary>
/// Slows down the mob's walking/running speed temporarily
/// </summary>
/// <param name="seconds">How many seconds the mob will be slowed down</param>
/// <param name="walkModifierOverride">Walk speed modifier. Set to 0 or negative for default value. (0.5f)</param>
/// <param name="runModifierOverride">Run speed modifier. Set to 0 or negative for default value. (0.5f)</param>
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public void Slowdown(float seconds, float walkModifierOverride = 0f, float runModifierOverride = 0f)
{
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seconds = MathF.Min(_slowdownTimer + (seconds * SlowdownTimeModifier), _slowdownCap);
if (seconds <= 0f)
return;
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WalkModifierOverride = walkModifierOverride;
RunModifierOverride = runModifierOverride;
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_slowdownTimer = seconds;
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_lastStun = _gameTiming.CurTime;
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent movement))
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movement.RefreshMovementSpeedModifiers();
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SetStatusEffect();
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Dirty();
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}
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/// <summary>
/// Used when
/// </summary>
public void CancelAll()
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{
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_knockdownTimer = 0f;
_stunnedTimer = 0f;
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Dirty();
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}
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public bool InteractHand(InteractHandEventArgs eventArgs)
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{
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if (!_canHelp || !KnockedDown)
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return false;
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_canHelp = false;
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Timer.Spawn(((int) _helpInterval * 1000), () => _canHelp = true);
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EntitySystem.Get<AudioSystem>()
.PlayFromEntity("/Audio/effects/thudswoosh.ogg", Owner, AudioHelpers.WithVariation(0.25f));
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_knockdownTimer -= _helpKnockdownRemove;
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SetStatusEffect();
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Dirty();
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return true;
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}
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private void SetStatusEffect()
{
if (!Owner.TryGetComponent(out ServerStatusEffectsComponent status))
return;
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status.ChangeStatusEffect(StatusEffect.Stun, _stunTexture,
(StunStart == null || StunEnd == null) ? default : (StunStart.Value, StunEnd.Value));
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_statusRemoveCancellation.Cancel();
_statusRemoveCancellation = new CancellationTokenSource();
}
public void ResetStuns()
{
_stunnedTimer = 0f;
_slowdownTimer = 0f;
if (KnockedDown)
StandingStateHelper.Standing(Owner);
_knockdownTimer = 0f;
}
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public void Update(float delta)
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{
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if (Stunned)
{
_stunnedTimer -= delta;
if (_stunnedTimer <= 0)
{
_stunnedTimer = 0f;
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Dirty();
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}
}
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if (KnockedDown)
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{
_knockdownTimer -= delta;
if (_knockdownTimer <= 0f)
{
StandingStateHelper.Standing(Owner);
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_knockdownTimer = 0f;
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Dirty();
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}
}
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if (SlowedDown)
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{
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_slowdownTimer -= delta;
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if (_slowdownTimer <= 0f)
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{
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_slowdownTimer = 0f;
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent movement))
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movement.RefreshMovementSpeedModifiers();
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Dirty();
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}
}
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if (!StunStart.HasValue || !StunEnd.HasValue ||
!Owner.TryGetComponent(out ServerStatusEffectsComponent status))
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return;
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var start = StunStart.Value;
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var end = StunEnd.Value;
var length = (end - start).TotalSeconds;
var progress = (_gameTiming.CurTime - start).TotalSeconds;
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if (progress >= length)
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{
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Timer.Spawn(250, () => status.RemoveStatusEffect(StatusEffect.Stun), _statusRemoveCancellation.Token);
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_lastStun = null;
}
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}
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public float StunTimeModifier
{
get
{
var modifier = 1.0f;
var components = Owner.GetAllComponents<IStunModifier>();
foreach (var component in components)
{
modifier *= component.StunTimeModifier;
}
return modifier;
}
}
public float KnockdownTimeModifier
{
get
{
var modifier = 1.0f;
var components = Owner.GetAllComponents<IStunModifier>();
foreach (var component in components)
{
modifier *= component.KnockdownTimeModifier;
}
return modifier;
}
}
public float SlowdownTimeModifier
{
get
{
var modifier = 1.0f;
var components = Owner.GetAllComponents<IStunModifier>();
foreach (var component in components)
{
modifier *= component.SlowdownTimeModifier;
}
return modifier;
}
}
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public override ComponentState GetComponentState()
{
return new StunnableComponentState(Stunned, KnockedDown, SlowedDown, WalkModifierOverride,
RunModifierOverride);
}
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}
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/// <summary>
/// This interface allows components to multiply the time in seconds of various stuns by a number.
/// </summary>
public interface IStunModifier
{
float StunTimeModifier => 1.0f;
float KnockdownTimeModifier => 1.0f;
float SlowdownTimeModifier => 1.0f;
}
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}