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* Moves FlashComponent.cs, FlashOnTriggerComponent.cs, and SmokeOnTriggerComponent.cs to Shared
* Moves ExplodeOnTriggerComponent.cs, OnUseTimerTriggerComponent.cs, ActiveTimerTriggerComponent.cs, and SmokeOnTriggerComponent.cs to Shared
* Delete .run/Content Server+Client.run.xml
HOW DID THIS GET IN HERE ITS NOT AHHHH
* Update Content.Client/Explosion/SmokeOnTriggerSystem.cs
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Update Content.Shared/Explosion/Components/ActiveTimerTriggerComponent.cs
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Update Content.Shared/Explosion/Components/OnUseTimerTriggerComponent.cs
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Update Content.Shared/Explosion/Components/OnUseTimerTriggerComponent.cs
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Update Content.Shared/Explosion/EntitySystems/SharedTriggerSystem.cs
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Update Content.Shared/Explosion/EntitySystems/SharedSmokeOnTriggerSystem.cs
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Update ExplodeOnTriggerComponent.cs
* Revert "Delete .run/Content Server+Client.run.xml"
This reverts commit 29ee05f57d.
* Fix?
* cannot figure out how to get this to go back please forgive
* Fixes a network issue
* leftovers
* Fixes
---------
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
43 lines
1.5 KiB
C#
43 lines
1.5 KiB
C#
using Content.Shared.Chemistry.Components;
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using Content.Shared.Explosion.EntitySystems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Explosion.Components.OnTrigger;
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/// <summary>
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/// Creates a smoke cloud when triggered, with an optional solution to include in it.
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/// No sound is played incase a grenade is stealthy, use <see cref="SoundOnTriggerComponent"/> if you want a sound.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedSmokeOnTriggerSystem))]
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public sealed partial class SmokeOnTriggerComponent : Component
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{
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/// <summary>
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/// How long the smoke stays for, after it has spread.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float Duration = 10;
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/// <summary>
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/// How much the smoke will spread.
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/// </summary>
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[DataField(required: true), ViewVariables(VVAccess.ReadWrite)]
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public int SpreadAmount;
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/// <summary>
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/// Smoke entity to spawn.
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/// Defaults to smoke but you can use foam if you want.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public ProtoId<EntityPrototype> SmokePrototype = "Smoke";
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/// <summary>
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/// Solution to add to each smoke cloud.
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/// </summary>
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/// <remarks>
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/// When using repeating trigger this essentially gets multiplied so dont do anything crazy like omnizine or lexorin.
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/// </remarks>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public Solution Solution = new();
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}
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