fix: fix non-access checking EntityTargetActions (#38731)
This commit is contained in:
@@ -1,6 +1,6 @@
|
||||
using Content.Shared.Actions;
|
||||
using Content.Shared.Interaction;
|
||||
using Robust.Shared.GameStates;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Physics;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
namespace Content.Shared.Actions.Components;
|
||||
@@ -37,6 +37,16 @@ public sealed partial class TargetActionComponent : Component
|
||||
[DataField]
|
||||
public bool CheckCanAccess = true;
|
||||
|
||||
/// <summary>
|
||||
/// The collision group to use to check for accessibility if <see cref="CheckCanAccess" /> is true.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public CollisionGroup AccessMask = SharedInteractionSystem.InRangeUnobstructedMask;
|
||||
|
||||
/// <summary>
|
||||
/// The allowed range for a target to be. If zero or negative, the range check is skipped,
|
||||
/// unless <see cref="CheckCanAccess"/> is true.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public float Range = SharedInteractionSystem.InteractionRange;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user