Stupidly shoddy combat mode system.
Doesn't even work for guns, oh well.
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using Robust.Shared.GameObjects;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Mobs
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{
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/// <summary>
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/// Stores whether an entity is in "combat mode"
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/// This is used to differentiate between regular item interactions or
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/// using *everything* as a weapon.
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/// </summary>
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public sealed class CombatModeComponent : Component
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{
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public override string Name => "CombatMode";
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[ViewVariables(VVAccess.ReadWrite)]
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public bool IsInCombatMode { get; set; }
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}
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}
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