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@ -24,7 +24,11 @@ public abstract class SharedEmpSystem : EntitySystem
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[Dependency] private readonly SharedPvsOverrideSystem _pvs = default!; // Frontier
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[Dependency] private readonly IConfigurationManager _cfg = default!; // Frontier: EMP Blast PVS
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private readonly DamageSpecifier? _defaultEmpDamage = new() { DamageDict = new() { { "Ion", 130 } } }; // DeltaV - EMP damage
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/// <summary>
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/// DeltaV. Default damage of EMPs, as dertermined by direction. There's no good component to put
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/// this on so its defined here.
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/// </summary>
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private readonly DamageSpecifier? _defaultEmpDamage = new() { DamageDict = new() { { "Ion", 130 } } };
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private HashSet<EntityUid> _entSet = new();
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@ -49,6 +53,7 @@ public abstract class SharedEmpSystem : EntitySystem
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/// <param name="energyConsumption">The amount of energy consumed by the EMP pulse. In Joule.</param>
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/// <param name="duration">The duration of the EMP effects.</param>
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/// <param name="user">The player that caused the effect. Used for predicted audio.</param>
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/// <param name="damage">DeltaV - The damage that that EMP will do. If not specified or null, will do 130 Ion damage. To do no damage, pass in a DamageSpecifier with no damage types.</param>
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public void EmpPulse(MapCoordinates mapCoordinates, float range, float energyConsumption, TimeSpan duration, EntityUid? user = null, DamageSpecifier? damage = null) // DeltaV - Add Ion Damage
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{
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foreach (var uid in _lookup.GetEntitiesInRange(mapCoordinates, range))
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@ -80,7 +85,8 @@ public abstract class SharedEmpSystem : EntitySystem
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/// <param name="range">The range of the EMP pulse.</param>
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/// <param name="energyConsumption">The amount of energy consumed by the EMP pulse.</param>
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/// <param name="duration">The duration of the EMP effects.</param>
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/// <param name="user">The player that caused the effect. Used for predicted audio.</param>
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/// <param name="user">The player that caused the effect. Used for predicted audio.</param>'
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/// <param name="damage">DeltaV - The damage that that EMP will do. If not specified or null, will do 130 Ion damage. To do no damage, pass in a DamageSpecifier with no damage types.</param>
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public void EmpPulse(EntityCoordinates coordinates, float range, float energyConsumption, TimeSpan duration, EntityUid? user = null, DamageSpecifier? damage = null) // DeltaV - Add Ion Damage
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{
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_entSet.Clear();
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@ -107,11 +113,14 @@ public abstract class SharedEmpSystem : EntitySystem
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/// <summary>
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/// Attempts to apply the effects of an EMP pulse onto an entity by first raising an <see cref="EmpAttemptEvent"/>, followed by raising a <see cref="EmpPulseEvent"/> on it.
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/// <br/>
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/// <br/>DeltaV - In most cases, you will want to use <see cref="EmpPulse"/> instead.
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/// </summary>
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/// <param name="uid">The entity to apply the EMP effects on.</param>
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/// <param name="energyConsumption">The amount of energy consumed by the EMP.</param>
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/// <param name="duration">The duration of the EMP effects.</param>
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/// <param name="user">The player that caused the EMP. For prediction purposes.</param>
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/// <param name="damage">DeltaV - The damage that that EMP will do. If null, no damage is done.</param>
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/// <returns>If the entity was affected by the EMP.</returns>
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public bool TryEmpEffects(EntityUid uid, float energyConsumption, TimeSpan duration, EntityUid? user = null, DamageSpecifier? damage = null) // DeltaV - Add Ion Damage
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{
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@ -125,11 +134,14 @@ public abstract class SharedEmpSystem : EntitySystem
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/// <summary>
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/// Applies the effects of an EMP pulse onto an entity by raising a <see cref="EmpPulseEvent"/> on it.
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/// <br/>
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/// <br/>DeltaV - In most cases, you will want to use <see cref="EmpPulse"/> instead.
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/// </summary>
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/// <param name="uid">The entity to apply the EMP effects on.</param>
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/// <param name="energyConsumption">The amount of energy consumed by the EMP.</param>
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/// <param name="duration">The duration of the EMP effects.</param>
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/// <param name="user">The player that caused the EMP. For prediction purposes.</param>
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/// <param name="damage">DeltaV - The damage that that EMP will do. If null, no damage is done.</param>
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/// <returns>If the entity was affected by the EMP.</returns>
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public bool DoEmpEffects(EntityUid uid, float energyConsumption, TimeSpan duration, EntityUid? user = null, DamageSpecifier? damage = null) // DeltaV - Add Ion Damage
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{
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