make PacifiedComponent session specific (#38137)
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@@ -17,33 +17,46 @@ namespace Content.Shared.CombatMode.Pacification;
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[Access(typeof(PacificationSystem))]
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public sealed partial class PacifiedComponent : Component
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{
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/// <summary>
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/// If true, this will prevent you from disarming opponents in combat.
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/// </summary>
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[DataField]
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public bool DisallowDisarm = false;
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/// <summary>
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/// If true, this will disable combat entirely instead of only disallowing attacking living creatures and harmful things.
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/// If true, this will disable combat entirely instead of only disallowing attacking living creatures and harmful things.
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/// </summary>
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[DataField]
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public bool DisallowAllCombat = false;
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/// <summary>
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/// When attempting attack against the same entity multiple times,
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/// don't spam popups every frame and instead have a cooldown.
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/// When attempting attack against the same entity multiple times,
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/// don't spam popups every frame and instead have a cooldown.
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/// </summary>
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[DataField]
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public TimeSpan PopupCooldown = TimeSpan.FromSeconds(3.0);
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/// <summary>
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/// Time at which the next popup can be shown.
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/// </summary>
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[DataField]
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[AutoPausedField]
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public TimeSpan? NextPopupTime = null;
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/// <summary>
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/// The last entity attacked, used for popup purposes (avoid spam)
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/// The last entity attacked, used for popup purposes (avoid spam)
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/// </summary>
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[DataField]
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public EntityUid? LastAttackedEntity = null;
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/// <summary>
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/// The alert to show to owners of this component.
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/// </summary>
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[DataField]
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public ProtoId<AlertPrototype> PacifiedAlert = "Pacified";
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// Prevent cheat clients from using this to identify thieves and players that cannot fight back.
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// This should not matter for prediction reasons since it only blocks user input.
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public override bool SendOnlyToOwner => true;
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}
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