using Content.Client.GameObjects.Components.Strap; using Content.Client.Interfaces.GameObjects.Components.Interaction; using Content.Shared.GameObjects.Components.Mobs; using Robust.Shared.GameObjects; namespace Content.Client.GameObjects.Components.Mobs { [RegisterComponent] public class BuckleComponent : SharedBuckleComponent, IClientDraggable { private bool _buckled; public override void HandleComponentState(ComponentState curState, ComponentState nextState) { if (!(curState is BuckleComponentState buckle)) { return; } _buckled = buckle.Buckled; } protected override bool Buckled => _buckled; bool IClientDraggable.ClientCanDropOn(CanDropEventArgs eventArgs) { return eventArgs.Target.HasComponent(); } bool IClientDraggable.ClientCanDrag(CanDragEventArgs eventArgs) { return true; } } }