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Namespace Content.Server.Explosion.Components

Classes

ActiveTimerTriggerComponent

Component for tracking active trigger timers. A timers can activated by some other component, e.g. OnUseTimerTriggerComponent.

ActiveTriggerOnTimedCollideComponent

AnchorOnTriggerComponent

Will anchor the attached entity upon a TriggerEvent.

AutomatedTimerComponent

Disallows starting the timer by hand, must be stuck or triggered by a system.

ClusterGrenadeComponent

DeleteOnTriggerComponent

Will delete the attached entity upon a TriggerEvent.

ExplodeOnTriggerComponent

Explode using the entity's ExplosiveComponent if Triggered.

ExplosionResistanceComponent

Component that provides entities with explosion resistance.

ExplosiveComponent

Specifies an explosion that can be spawned by this entity. The explosion itself is spawned via TriggerExplosive(EntityUid, ExplosiveComponent, Boolean, Nullable<Single>, Nullable<Single>, Nullable<EntityUid>).

GibOnTriggerComponent

Gibs on trigger, self explanatory. Also in case of an implant using this, gibs the implant user instead.

OnUseTimerTriggerComponent

SoundOnTriggerComponent

Will play sound from the attached entity upon a TriggerEvent.

SpawnOnTriggerComponent

TriggerOnActivateComponent

Triggers on click.

TriggerOnCollideComponent

TriggerOnMobstateChangeComponent

Use where you want something to trigger on mobstate change

TriggerOnProximityComponent

Raises a TriggerEvent whenever an entity collides with a fixture attached to the owner of this component.

TriggerOnSignalComponent

Sends a trigger when signal is received.

TriggerOnSlipComponent

TriggerOnStepTriggerComponent

This is used for entities that want the more generic 'trigger' behavior after a step trigger occurs. Not done by default, since it's not useful for everything and might cause weird behavior. But it is useful for a lot of stuff like mousetraps.

TriggerOnTimedCollideComponent

Triggers when the entity is overlapped for the specified duration.

TriggerOnVoiceComponent

Sends a trigger when the keyphrase is heard

TriggerWhenEmptyComponent

Triggers a gun when attempting to shoot while it's empty

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