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* Initial commit * Probably better this way. * Review fixes * cleanup --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
20 lines
850 B
C#
20 lines
850 B
C#
using Content.Shared.Damage.Systems;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Damage.Components;
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/// <summary>
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/// Multiplies the entity's <see cref="StaminaComponent.StaminaDamage"/> by the <see cref="Modifier"/>.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedStaminaSystem))]
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public sealed partial class StaminaModifierStatusEffectComponent : Component
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{
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/// <summary>
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/// What to multiply max stamina by.
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/// When added this scales max stamina, but not stamina damags to give you an extra boost of survability.
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/// If you have too much damage when the modifier is removed, you suffer "withdrawl" and instantly stamcrit.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("modifier"), AutoNetworkedField]
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public float Modifier = 2f;
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}
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