44 lines
1.5 KiB
C#
44 lines
1.5 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Movement.Components;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class JetpackComponent : Component
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{
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[DataField, AutoNetworkedField]
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public EntityUid? JetpackUser;
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[ViewVariables(VVAccess.ReadWrite), DataField("moleUsage")]
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public float MoleUsage = 0.012f;
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[DataField] public EntProtoId ToggleAction = "ActionToggleJetpack";
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[DataField, AutoNetworkedField] public EntityUid? ToggleActionEntity;
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[ViewVariables(VVAccess.ReadWrite), DataField("acceleration")]
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public float Acceleration = 1f;
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[ViewVariables(VVAccess.ReadWrite), DataField("friction")]
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public float Friction = 0.25f; // same as off-grid friction
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[ViewVariables(VVAccess.ReadWrite), DataField("weightlessModifier")]
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public float WeightlessModifier = 1.2f;
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// DeltaV Start - Jetpacks automatically toggle on.
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/// <summary>
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/// When toggling the jetpack, this will turn true/false.
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/// Upon leaving a grid, this will determine if the jetpack activates.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool AutomaticMode;
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/// <summary>
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/// The user whose jetpack is waiting to activate.
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/// </summary>
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[DataField, AutoNetworkedField]
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public EntityUid? AutomaticUser;
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// DeltaV End - Jetpacks automatically toggle on.
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}
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