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* AAAAAAAAadds skia * Added to the spawn options table * Fix EOR, Added shatter ability, Fix Reroll popup * Fixed the death of the Skia * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * Fixed taco's silly mistake * Skia need pry-ability * Adds Goob Nightvision * Added some missing Protos * Appease the Yaml gods * Did the Delta Fixes * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * Lathes fix * Update attributions.yml * More yaml fixes * The Yaml Linter shall never be sated * More fixes * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * Fixed objective reroll * Bring up to date * aaaaaaaaaaa * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * Fixed damageset, removed unneeded point light * I'm so sorry Deltandas * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci --------- Signed-off-by: William Lemon <William.Lemon2@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
20 lines
493 B
C#
20 lines
493 B
C#
using Robust.Shared.GameStates;
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namespace Content.Shared._DV.Light;
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[RegisterComponent, NetworkedComponent]
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public sealed partial class BreakLightsOnSpawnComponent : Component
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{
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/// <summary>
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/// The radius in which lights will be broken.
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/// </summary>
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[DataField]
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public float Radius = 10f;
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/// <summary>
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/// If true, lights will only be broken if the entity has line of sight to them.
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/// </summary>
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[DataField]
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public bool LineOfSight = false;
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}
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