diff --git a/Content.Shared/Emp/SharedEmpSystem.cs b/Content.Shared/Emp/SharedEmpSystem.cs index 481a93735a..a70b192c0a 100644 --- a/Content.Shared/Emp/SharedEmpSystem.cs +++ b/Content.Shared/Emp/SharedEmpSystem.cs @@ -24,7 +24,11 @@ public abstract class SharedEmpSystem : EntitySystem [Dependency] private readonly SharedPvsOverrideSystem _pvs = default!; // Frontier [Dependency] private readonly IConfigurationManager _cfg = default!; // Frontier: EMP Blast PVS - private readonly DamageSpecifier? _defaultEmpDamage = new() { DamageDict = new() { { "Ion", 130 } } }; // DeltaV - EMP damage + /// + /// DeltaV. Default damage of EMPs, as dertermined by direction. There's no good component to put + /// this on so its defined here. + /// + private readonly DamageSpecifier? _defaultEmpDamage = new() { DamageDict = new() { { "Ion", 130 } } }; private HashSet _entSet = new(); @@ -49,6 +53,7 @@ public abstract class SharedEmpSystem : EntitySystem /// The amount of energy consumed by the EMP pulse. In Joule. /// The duration of the EMP effects. /// The player that caused the effect. Used for predicted audio. + /// 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. public void EmpPulse(MapCoordinates mapCoordinates, float range, float energyConsumption, TimeSpan duration, EntityUid? user = null, DamageSpecifier? damage = null) // DeltaV - Add Ion Damage { foreach (var uid in _lookup.GetEntitiesInRange(mapCoordinates, range)) @@ -80,7 +85,8 @@ public abstract class SharedEmpSystem : EntitySystem /// The range of the EMP pulse. /// The amount of energy consumed by the EMP pulse. /// The duration of the EMP effects. - /// The player that caused the effect. Used for predicted audio. + /// The player that caused the effect. Used for predicted audio.' + /// 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. public void EmpPulse(EntityCoordinates coordinates, float range, float energyConsumption, TimeSpan duration, EntityUid? user = null, DamageSpecifier? damage = null) // DeltaV - Add Ion Damage { _entSet.Clear(); @@ -107,11 +113,14 @@ public abstract class SharedEmpSystem : EntitySystem /// /// Attempts to apply the effects of an EMP pulse onto an entity by first raising an , followed by raising a on it. + ///
+ ///
DeltaV - In most cases, you will want to use instead. ///
/// The entity to apply the EMP effects on. /// The amount of energy consumed by the EMP. /// The duration of the EMP effects. /// The player that caused the EMP. For prediction purposes. + /// DeltaV - The damage that that EMP will do. If null, no damage is done. /// If the entity was affected by the EMP. public bool TryEmpEffects(EntityUid uid, float energyConsumption, TimeSpan duration, EntityUid? user = null, DamageSpecifier? damage = null) // DeltaV - Add Ion Damage { @@ -125,11 +134,14 @@ public abstract class SharedEmpSystem : EntitySystem /// /// Applies the effects of an EMP pulse onto an entity by raising a on it. + ///
+ ///
DeltaV - In most cases, you will want to use instead. ///
/// The entity to apply the EMP effects on. /// The amount of energy consumed by the EMP. /// The duration of the EMP effects. /// The player that caused the EMP. For prediction purposes. + /// DeltaV - The damage that that EMP will do. If null, no damage is done. /// If the entity was affected by the EMP. public bool DoEmpEffects(EntityUid uid, float energyConsumption, TimeSpan duration, EntityUid? user = null, DamageSpecifier? damage = null) // DeltaV - Add Ion Damage {