Class NukeComponent
Nuclear device that can devastate an entire station.
Basically a station self-destruction mechanism.
To activate it, user needs to insert an authorization disk and enter a secret code.
Inheritance
System.Object
NukeComponent
Assembly: Content.Server.dll
Syntax
public sealed class NukeComponent : SharedNukeComponent
Fields
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AccessDeniedSound
Declaration
public SoundSpecifier AccessDeniedSound
Field Value
Type |
Description |
Robust.Shared.Audio.SoundSpecifier |
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AccessGrantedSound
Declaration
public SoundSpecifier AccessGrantedSound
Field Value
Type |
Description |
Robust.Shared.Audio.SoundSpecifier |
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AlertAudioStream
Declaration
public IPlayingAudioStream AlertAudioStream
Field Value
Type |
Description |
Robust.Shared.Audio.IPlayingAudioStream |
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AlertLevelOnActivate
Declaration
public string AlertLevelOnActivate
Field Value
Type |
Description |
System.String |
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AlertLevelOnDeactivate
Declaration
public string AlertLevelOnDeactivate
Field Value
Type |
Description |
System.String |
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AlertSound
Declaration
public SoundSpecifier AlertSound
Field Value
Type |
Description |
Robust.Shared.Audio.SoundSpecifier |
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AlertSoundTime
When this time is left, nuke will play last alert sound
Declaration
public float AlertSoundTime
Field Value
Type |
Description |
System.Single |
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ArmMusic
Declaration
public SoundSpecifier ArmMusic
Field Value
Type |
Description |
Robust.Shared.Audio.SoundSpecifier |
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ArmSound
Declaration
public SoundSpecifier ArmSound
Field Value
Type |
Description |
Robust.Shared.Audio.SoundSpecifier |
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Code
Declaration
Field Value
Type |
Description |
System.String |
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CodeLength
Declaration
Field Value
Type |
Description |
System.Int32 |
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Cooldown
How long until the bomb can arm again after deactivation.
Used to prevent announcements spam.
Declaration
Field Value
Type |
Description |
System.Int32 |
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CooldownTime
Time until bomb cooldown will expire in seconds.
Declaration
public float CooldownTime
Field Value
Type |
Description |
System.Single |
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DisarmDoafterLength
How long a user must wait to disarm the bomb.
Declaration
public float DisarmDoafterLength
Field Value
Type |
Description |
System.Single |
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DisarmSound
Declaration
public SoundSpecifier DisarmSound
Field Value
Type |
Description |
Robust.Shared.Audio.SoundSpecifier |
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DiskSlot
The ItemSlot that stores the nuclear disk. The entity whitelist, sounds, and some other
behaviours are specified by this ItemSlot definition. Make sure the whitelist, is correct
otherwise a blank bit of paper will work as a "disk".
Declaration
Field Value
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EnteredCode
Current nuclear code buffer. Entered manually by players.
If valid it will allow arm/disarm bomb.
Declaration
public string EnteredCode
Field Value
Type |
Description |
System.String |
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Exploded
Avoid somehow double-triggering this explosion.
Declaration
Field Value
Type |
Description |
System.Boolean |
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ExplosionType
The explosion prototype. This determines the damage types, the tile-break chance, and some visual
information (e.g., the light that the explosion gives off).
Declaration
public string ExplosionType
Field Value
Type |
Description |
System.String |
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IntensitySlope
How quickly the intensity drops off as you move away from the epicenter.
Declaration
public float IntensitySlope
Field Value
Type |
Description |
System.Single |
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KeypadPressSound
Declaration
public SoundSpecifier KeypadPressSound
Field Value
Type |
Description |
Robust.Shared.Audio.SoundSpecifier |
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LastPlayedKeypadSemitones
This is stored so we can do a funny by making 0 shift the last played note up by 12 semitones (octave)
Declaration
public int LastPlayedKeypadSemitones
Field Value
Type |
Description |
System.Int32 |
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MaxIntensity
The maximum intensity the explosion can have on a single time. This limits the maximum damage and tile
break chance the explosion can achieve at any given location.
Declaration
public float MaxIntensity
Field Value
Type |
Description |
System.Single |
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OriginMapGrid
Origin map and grid of this bomb.
If a station wasn't tied to a given grid when the bomb was spawned,
this will be filled in instead.
Declaration
public (MapId, EntityUid? )? OriginMapGrid
Field Value
Type |
Description |
System.Nullable<System.ValueTuple<Robust.Shared.Map.MapId, System.Nullable<EntityUid>>> |
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OriginStation
Origin station of this bomb, if it exists.
If this doesn't exist, then the origin grid and map will be filled in, instead.
Declaration
public EntityUid? OriginStation
Field Value
Type |
Description |
System.Nullable<EntityUid> |
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PlayedAlertSound
Check if nuke has already played last alert sound
Declaration
public bool PlayedAlertSound
Field Value
Type |
Description |
System.Boolean |
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PlayedNukeSong
Check if nuke has already played the nuke song so we don't do it again
Declaration
public bool PlayedNukeSong
Field Value
Type |
Description |
System.Boolean |
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RemainingTime
Time until explosion in seconds.
Declaration
public float RemainingTime
Field Value
Type |
Description |
System.Single |
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RequiredFloorRadius
The radius from the nuke for which there must be floor tiles for it to be anchorable.
Declaration
public float RequiredFloorRadius
Field Value
Type |
Description |
System.Single |
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Status
Current status of a nuclear bomb.
Declaration
Field Value
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Timer
Default bomb timer value in seconds.
Declaration
Field Value
Type |
Description |
System.Int32 |
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TotalIntensity
Declaration
public float TotalIntensity
Field Value
Type |
Description |
System.Single |
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