Tail wagging (#19573)
* MVP * Uncomment animated prototypes * Disable wagging on death * Move component to server * Looped tail animation * Apply front tail template * Disable animated markings globally * Add emote sending * Update documentation * Move locale * Use static instantAction & remove action on comp del * Use fluent POSS-ADJ * Update docs * Add copyright * Update copyright * Update license & copyright * Move to main directory & format meta.json * Fix path * Change namespace * Remove empty meta.json * Update * REMOVE unnecessary IsNullOrWhiteSpace check Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Move animated markings to main file * Use emotes * new * fix * fix * Tests, pls * fix dixel * Remove networked from wagging comp * Remove unused import * Remove unused imports * Move wagging comp to shared * Revert the emotes If we're getting it the action is better. --------- Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@@ -562,7 +562,7 @@ public abstract class SharedActionsSystem : EntitySystem
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/// <param name="actionId">Action entity to add</param>
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/// <param name="component">The <see cref="performer"/>'s action component of </param>
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/// <param name="actionPrototypeId">The action entity prototype id to use if <see cref="actionId"/> is invalid.</param>
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/// <param name="container">The entity that contains/enables this action (e.g., flashlight)..</param>
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/// <param name="container">The entity that contains/enables this action (e.g., flashlight).</param>
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public bool AddAction(EntityUid performer,
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[NotNullWhen(true)] ref EntityUid? actionId,
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string? actionPrototypeId,
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