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* Do the thing for everyone. Height is now +/- 20% for everyone. * Make the height slider show height. Solve for special cases. Solve world hunger. * Fixed some minor things. * Adjust some densities * Smaller character balance * Comment * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * Oops, that was from a failed thing. * Size calc correction * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * people are tall in the future * I need to refactor a bit still. * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * Refactor into a system * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * smol * Fixed remaining scale visual components and species * Remove MockScale. Just add scale visuals for Allalulo to compensate. * PR feedback * Slight refactor. Moved profile/species scale out of the scale system and put it into the HumanoidProfileSystem. Removed some CD logic that is no longer needed. * how'd this get in there * Move the other motorkind.yml to AprilFools dir * NO NO_PENTALTY lol * Other PR stuff * Other PR stuff * Add a dirty * Add some networking to the comp * Add small character to cloning * One more fixX --------- Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
24 lines
803 B
C#
24 lines
803 B
C#
using Content.Shared._DV.Body.Systems;
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using Robust.Shared.GameStates;
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namespace Content.Shared._DV.Body.Components;
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/// <summary>
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/// If an entity has this, if a small character has penalties (such as pull speed),
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/// the small character will ignore the penalties associated with their size.
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///
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/// Mostly used for things like wheeled/floating objects.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[AutoGenerateComponentState]
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[Access(typeof(SmallCharacterSystem))]
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public sealed partial class SmallCharacterComponent : Component
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{
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/// <summary>
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/// The speed of which to scale the small character's pull speed by if the
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/// object is big enough to warrant a pull-speed slowdown.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float PullSpeedPenalty = 1f;
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}
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