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Class ReagentProducerAnomalyComponent

This component allows the anomaly to generate a random type of reagent in the specified SolutionContainer. With the increasing severity of the anomaly, the type of reagent produced may change. The higher the severity of the anomaly, the higher the chance of dangerous or useful reagents.

Inheritance
System.Object
ReagentProducerAnomalyComponent
Namespace: Content.Server.Anomaly.Components
Assembly: Content.Server.dll
Syntax
public sealed class ReagentProducerAnomalyComponent : Component

Fields

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ReagentProducerAnomalyComponent

The spread of the random weight of the choice of this category, depending on the severity.

Declaration
public Vector2
Field Value
Type Description
Vector2
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ReagentProducerAnomalyComponent

The spread of the random weight of the choice of this category, depending on the severity.

Declaration
public Vector2
Field Value
Type Description
Vector2
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ReagentProducerAnomalyComponent

The spread of the random weight of the choice of this category, depending on the severity.

Declaration
public Vector2
Field Value
Type Description
Vector2
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AccumulatedFrametime

Declaration
public float AccumulatedFrametime
Field Value
Type Description
System.Single
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ChangeSound

Noise made when anomaly pulse.

Declaration
public SoundSpecifier ChangeSound
Field Value
Type Description
Robust.Shared.Audio.SoundSpecifier
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DangerousChemicals

Category of dangerous reagents for injection. Various toxins and poisons

Declaration
public List<ProtoId<ReagentPrototype>> DangerousChemicals
Field Value
Type Description
List<Robust.Shared.Prototypes.ProtoId<ReagentPrototype>>
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FunChemicals

Category of fun reagents for injection. Glue, drugs, beer. Something that will bring fun.

Declaration
public List<ProtoId<ReagentPrototype>> FunChemicals
Field Value
Type Description
List<Robust.Shared.Prototypes.ProtoId<ReagentPrototype>>
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MaxReagentProducing

the maximum amount of reagent produced per second

Declaration
public float MaxReagentProducing
Field Value
Type Description
System.Single
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NeedRecolor

The component will repaint the sprites of the object to match the current color of the solution, if the RandomSprite component is hung correctly. Ideally, this should be put into a separate component, but I suffered for 4 hours, and nothing worked out for me. So for now it will be like this.

Declaration
public bool NeedRecolor
Field Value
Type Description
System.Boolean
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ProducingReagent

The name of the reagent that the anomaly produces.

Declaration
public ProtoId<ReagentPrototype> ProducingReagent
Field Value
Type Description
Robust.Shared.Prototypes.ProtoId<ReagentPrototype>
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Solution

Solution name where the substance is generated

Declaration
public string Solution
Field Value
Type Description
System.String
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SupercriticalReagentProducingModifier

how much does the reagent production increase before entering the supercritical state

Declaration
public float SupercriticalReagentProducingModifier
Field Value
Type Description
System.Single
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UpdateInterval

How frequently should this reagent generation update, in seconds?

Declaration
public float UpdateInterval
Field Value
Type Description
System.Single
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UsefulChemicals

Category of useful reagents for injection. Medicine and other things that players WANT to get

Declaration
public List<ProtoId<ReagentPrototype>> UsefulChemicals
Field Value
Type Description
List<Robust.Shared.Prototypes.ProtoId<ReagentPrototype>>
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WeightSpreadDangerous

The spread of the random weight of the choice of this category, depending on the severity.

Declaration
public Vector2 WeightSpreadDangerous
Field Value
Type Description
Vector2
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WeightSpreadFun

The spread of the random weight of the choice of this category, depending on the severity.

Declaration
public Vector2 WeightSpreadFun
Field Value
Type Description
Vector2
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WeightSpreadUseful

The spread of the random weight of the choice of this category, depending on the severity.

Declaration
public Vector2 WeightSpreadUseful
Field Value
Type Description
Vector2
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