TriggerSystem improvements (#35762)

* desynchronizer real

* yaml stuff from slarti branch

* C# stuff

* oops

* fix triggers

* atomize PR

---------

Co-authored-by: Flareguy <woaj9999@outlook.com>
This commit is contained in:
slarticodefast
2025-03-12 06:31:33 +01:00
committed by GitHub
parent a384cbed89
commit 175f5e6c2f
11 changed files with 201 additions and 98 deletions

View File

@@ -1,15 +1,20 @@
namespace Content.Server.Explosion.Components
{
[RegisterComponent]
public sealed partial class TriggerOnCollideComponent : Component
{
[DataField("fixtureID", required: true)]
public string FixtureID = String.Empty;
namespace Content.Server.Explosion.Components;
/// <summary>
/// Doesn't trigger if the other colliding fixture is nonhard.
/// </summary>
[DataField("ignoreOtherNonHard")]
public bool IgnoreOtherNonHard = true;
}
/// <summary>
/// Triggers when colliding with another entity.
/// </summary>
[RegisterComponent]
public sealed partial class TriggerOnCollideComponent : Component
{
/// <summary>
/// The fixture with which to collide.
/// </summary>
[DataField(required: true)]
public string FixtureID = string.Empty;
/// <summary>
/// Doesn't trigger if the other colliding fixture is nonhard.
/// </summary>
[DataField]
public bool IgnoreOtherNonHard = true;
}