using Content.Shared.Interaction;
using Content.Shared.Physics;
using Content.Shared.Popups;
+using Content.Shared.Projectiles;
using Content.Shared.Rejuvenate;
using Content.Shared.Temperature;
using Content.Shared.Throwing;
if (!EntityManager.TryGetComponent(otherEnt, out FlammableComponent? flammable))
return;
+ //Only ignite when the colliding fixture is projectile or ignition.
+ if (args.OurFixtureId != component.FixtureId && args.OurFixtureId != SharedProjectileSystem.ProjectileFixture)
+ {
+ return;
+ }
+
flammable.FireStacks += component.FireStacks;
Ignite(otherEnt, uid, flammable);
component.Count--;
/// How many fire stacks are applied per second.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("fireStacks")]
- public float FireStacks = 2f;
+ public float FireStacks = 1.25f;
}
name: "ignite rune"
components:
- type: TriggerOnCollide
- fixtureID: rune
+ fixtureID: ignition
+ - type: Fixtures
+ fixtures:
+ ignition:
+ shape:
+ !type:PhysShapeAabb
+ bounds: "-0.4,-0.4,0.4,0.4"
+ hard: false
+ mask:
+ - ItemMask
+ layer:
+ - SlipLayer
- type: DeleteOnTrigger
- type: IgniteOnCollide
- fireStacks: 10
+ fireStacks: 5
- type: Sprite
sprite: Structures/Magic/Cult/trap.rsi
layers: