TriggerOnMeleeHit and more (#39826)
Co-authored-by: iaada <iaada@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
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using Robust.Shared.GameStates;
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namespace Content.Shared.Trigger.Components.Triggers;
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/// <summary>
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/// Triggers when this entity is swung as a melee weapon and hits at least one target.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class TriggerOnMeleeHitComponent : BaseTriggerOnXComponent
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{
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/// <summary>
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/// If true, this trigger will activate individually for each entity hit.
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/// If false, this trigger will always activate only once.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool TriggerEveryHit;
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/// <summary>
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/// If true, the "user" of the trigger is the entity hit by the melee.
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/// If false, user is the entity which attacked with the melee weapon.
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/// </summary>
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/// <remarks>If TriggerEveryHit is false, the user is randomly chosen from hit entities.</remarks>
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[DataField, AutoNetworkedField]
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public bool TargetIsUser;
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}
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