Fix climbing and bonking simultaneously (#27268)
* Properly network ClumsyComponent * Fix being able to climb and bonk at the same time. Also properly subscribe to AttemptClimbEvent by-ref. * Update Content.Shared/Interaction/Components/ClumsyComponent.cs
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@@ -1,22 +1,24 @@
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using Content.Shared.Damage;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Interaction.Components
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namespace Content.Shared.Interaction.Components;
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/// <summary>
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/// A simple clumsy tag-component.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class ClumsyComponent : Component
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{
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/// <summary>
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/// A simple clumsy tag-component.
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/// Damage dealt to a clumsy character when they try to fire a gun.
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/// </summary>
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[RegisterComponent]
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public sealed partial class ClumsyComponent : Component
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{
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[DataField("clumsyDamage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier ClumsyDamage = default!;
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[DataField(required: true), AutoNetworkedField]
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public DamageSpecifier ClumsyDamage = default!;
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/// <summary>
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/// Sound to play when clumsy interactions fail
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/// </summary>
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[DataField("clumsySound")]
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public SoundSpecifier ClumsySound = new SoundPathSpecifier("/Audio/Items/bikehorn.ogg");
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}
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/// <summary>
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/// Sound to play when clumsy interactions fail.
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/// </summary>
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[DataField]
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public SoundSpecifier ClumsySound = new SoundPathSpecifier("/Audio/Items/bikehorn.ogg");
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}
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