6
2025-12-13 13:46:17 +03:00

35 lines
998 B
C#

using Content.Shared.Atmos.EntitySystems;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Atmos.Components;
/// <summary>
/// Lets its owner entity ignite flammables around it and also heal some damage.
/// </summary>
[RegisterComponent, NetworkedComponent, Access(typeof(SharedFirestarterSystem))]
public sealed partial class FirestarterComponent : Component
{
/// <summary>
/// Radius of objects that will be ignited if flammable.
/// </summary>
[DataField]
public float IgnitionRadius = 4f;
/// <summary>
/// The action entity.
/// </summary>
[DataField]
public EntProtoId? FireStarterAction = "ActionFireStarter";
[DataField] public EntityUid? FireStarterActionEntity;
/// <summary>
/// Radius of objects that will be ignited if flammable.
/// </summary>
[DataField]
public SoundSpecifier IgniteSound = new SoundPathSpecifier("/Audio/Magic/rumble.ogg");
}