diff --git a/Content.Shared/CombatMode/Pacification/PacifiedComponent.cs b/Content.Shared/CombatMode/Pacification/PacifiedComponent.cs index 96081e5dc6..1ec48dc213 100644 --- a/Content.Shared/CombatMode/Pacification/PacifiedComponent.cs +++ b/Content.Shared/CombatMode/Pacification/PacifiedComponent.cs @@ -17,33 +17,46 @@ namespace Content.Shared.CombatMode.Pacification; [Access(typeof(PacificationSystem))] public sealed partial class PacifiedComponent : Component { + /// + /// If true, this will prevent you from disarming opponents in combat. + /// [DataField] public bool DisallowDisarm = false; /// - /// If true, this will disable combat entirely instead of only disallowing attacking living creatures and harmful things. + /// If true, this will disable combat entirely instead of only disallowing attacking living creatures and harmful things. /// [DataField] public bool DisallowAllCombat = false; /// - /// When attempting attack against the same entity multiple times, - /// don't spam popups every frame and instead have a cooldown. + /// When attempting attack against the same entity multiple times, + /// don't spam popups every frame and instead have a cooldown. /// [DataField] public TimeSpan PopupCooldown = TimeSpan.FromSeconds(3.0); + /// + /// Time at which the next popup can be shown. + /// [DataField] [AutoPausedField] public TimeSpan? NextPopupTime = null; /// - /// The last entity attacked, used for popup purposes (avoid spam) + /// The last entity attacked, used for popup purposes (avoid spam) /// [DataField] public EntityUid? LastAttackedEntity = null; + /// + /// The alert to show to owners of this component. + /// [DataField] public ProtoId PacifiedAlert = "Pacified"; + + // Prevent cheat clients from using this to identify thieves and players that cannot fight back. + // This should not matter for prediction reasons since it only blocks user input. + public override bool SendOnlyToOwner => true; }