Delta-v/Content.Shared/Standing/StandingStateComponent.cs

42 lines
1.3 KiB
C#

using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Standing;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class StandingStateComponent : Component
{
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public SoundSpecifier DownSound { get; private set; } = new SoundCollectionSpecifier("BodyFall");
[DataField, AutoNetworkedField]
public bool Standing { get; set; } = true;
/// <summary>
/// Time it takes us to stand up
/// </summary>
[DataField, AutoNetworkedField]
public TimeSpan StandTime = TimeSpan.FromSeconds(2);
/// <summary>
/// Default Friction modifier for knocked down players.
/// Makes them accelerate and deccelerate slower.
/// </summary>
[DataField, AutoNetworkedField]
public float FrictionModifier = 0.4f;
/// <summary>
/// Base modifier to the maximum movement speed of a knocked down mover.
/// </summary>
[DataField, AutoNetworkedField]
public float SpeedModifier = 0.3f;
/// <summary>
/// List of fixtures that had their collision mask changed when the entity was downed.
/// Required for re-adding the collision mask.
/// </summary>
[DataField, AutoNetworkedField]
public List<string> ChangedFixtures = new();
}