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* Add craft for bonfire and bonfire with stake * review * review * nullable MaxFireStacks * retry * retry * review * I will change it and hope that they will agree with me * Revert "I will change it and hope that they will agree with me" This reverts commit 83823692d0116bf9aa9eceb85a10e95c88b51fb9. * construction Merged the graphs Changed the bonfire stake ID to follow the proper naming scheme * add destroy sound * planks Instead of logs * of course I forgot about ftl * Slarti review + Princess review Yes I sneaked an admeme abuse change here * a small fix * clamp firestacks * This was on purpose, leave as is This reverts commit 7d63e38b66cb63e5e50b7fac5030013e2ef508b5. * irrelevant * Fixtures * cleanup --------- Co-authored-by: ScarKy0 <scarky0@onet.eu> Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
32 lines
938 B
C#
32 lines
938 B
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Buckle.Components;
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/// <summary>
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/// Component that makes an entity ignite entities that are buckled to it.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class IgniteOnBuckleComponent : Component
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{
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/// <summary>
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/// How many fire stacks to add per cycle.
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/// </summary>
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[DataField]
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public float FireStacks = 0.5f;
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/// <summary>
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/// How frequently the ignition should be applied, in seconds.
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/// </summary>
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[DataField]
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public float IgniteTime = 1f;
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/// <summary>
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/// Maximum fire stacks that can be added by this source.
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/// If target already has this many or more fire stacks, no additional stacks will be added.
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/// Null means unlimited.
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/// </summary>
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[DataField]
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public float? MaxFireStacks = 2.5f;
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}
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