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* Basic improvements to sparks * Pull spark configuration out of SparkOnHit component * Add various sparks to tasers, batons, RCD * Add sparks back to electrocution * Adjust new projectiles * Tile fires on cable cuts * That's a terrible idea, actually * Add a custom PreventCollide system * Make the new prevent collide component prevent collisions
23 lines
701 B
C#
23 lines
701 B
C#
using Content.Shared.Item.ItemToggle.Components;
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using Robust.Shared.GameStates;
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namespace Content.Shared._ES.Sparks.Components;
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/// <summary>
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/// An entity with <see cref="ItemToggleComponent"/> that sparks when toggled
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(ESSparksSystem))]
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public sealed partial class ESSparkOnItemToggleComponent : ESBaseSparkConfigurationComponent
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{
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/// <summary>
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/// If true, sparks will occur when the item is toggled ON.
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/// If false, sparks will occur when the item is toggled OFF.
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/// </summary>
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/// <remarks>
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/// There is no third option.
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/// </remarks>
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[DataField]
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public bool ActivatedSpark = true;
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}
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