mirror of
https://github.com/space-wizards/space-station-14.git
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* cleanup * fix fixtures * prediction * fix test * review * fix svalinn visuals * fix chargers * fix portable recharger and its unlit visuals * fix borgs * oomba review * fix examination prediction * predict * readd zapping interacting mobs
96 lines
3.0 KiB
C#
96 lines
3.0 KiB
C#
using Content.Shared.Damage;
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using Content.Shared.DoAfter;
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using Content.Shared.Item.ItemToggle.Components;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Medical;
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/// <summary>
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/// This is used for defibrillators; a machine that shocks a dead
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/// person back into the world of the living.
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/// Uses <see cref="ItemToggleComponent"/>
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class DefibrillatorComponent : Component
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{
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/// <summary>
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/// How much damage is healed from getting zapped.
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/// </summary>
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[DataField(required: true), AutoNetworkedField]
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public DamageSpecifier ZapHeal = default!;
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/// <summary>
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/// The electrical damage from getting zapped.
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/// </summary>
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[DataField, AutoNetworkedField]
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public int ZapDamage = 5;
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/// <summary>
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/// How long the victim will be electrocuted after getting zapped.
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan WritheDuration = TimeSpan.FromSeconds(3);
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/// <summary>
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/// ID of the cooldown use delay.
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/// </summary>
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[DataField]
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public string DelayId = "defib-delay";
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/// <summary>
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/// Cooldown after using the defibrillator.
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan ZapDelay = TimeSpan.FromSeconds(5);
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/// <summary>
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/// How long the doafter for zapping someone takes.
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/// </summary>
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/// <remarks>
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/// This is synced with the audio; do not change one but not the other.
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/// </remarks>
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[DataField, AutoNetworkedField]
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public TimeSpan DoAfterDuration = TimeSpan.FromSeconds(3);
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/// <summary>
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/// If false cancels the doafter when moving.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool AllowDoAfterMovement = true;
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/// <summary>
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/// Can the defibrilator be used on mobs in critical mobstate?
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool CanDefibCrit = true;
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/// <summary>
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/// The sound to play when someone is zapped.
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/// </summary>
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[DataField]
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public SoundSpecifier? ZapSound = new SoundPathSpecifier("/Audio/Items/Defib/defib_zap.ogg");
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/// <summary>
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/// The sound to play when starting the doafter.
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/// </summary>
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[DataField]
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public SoundSpecifier? ChargeSound = new SoundPathSpecifier("/Audio/Items/Defib/defib_charge.ogg");
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[DataField]
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public SoundSpecifier? FailureSound = new SoundPathSpecifier("/Audio/Items/Defib/defib_failed.ogg");
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[DataField]
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public SoundSpecifier? SuccessSound = new SoundPathSpecifier("/Audio/Items/Defib/defib_success.ogg");
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[DataField]
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public SoundSpecifier? ReadySound = new SoundPathSpecifier("/Audio/Items/Defib/defib_ready.ogg");
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}
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/// <summary>
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/// DoAfterEvent for defibrilator use windup.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed partial class DefibrillatorZapDoAfterEvent : SimpleDoAfterEvent;
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