using Content.Shared.Storage; using Robust.Shared.GameStates; namespace Content.Shared.Nutrition.Components { /// /// Indicates that the entity can be thrown on a kitchen spike for butchering. /// [RegisterComponent, NetworkedComponent] public sealed partial class ButcherableComponent : Component { [DataField("spawned", required: true)] public List SpawnedEntities = new(); [ViewVariables(VVAccess.ReadWrite), DataField("butcherDelay")] public float ButcherDelay = 8.0f; [ViewVariables(VVAccess.ReadWrite), DataField("butcheringType")] public ButcheringType Type = ButcheringType.Knife; /// /// Prevents butchering same entity on two and more spikes simultaneously and multiple doAfters on the same Spike /// [ViewVariables] public bool BeingButchered; } public enum ButcheringType : byte { Knife, // e.g. goliaths Spike, // e.g. monkeys Gibber // e.g. humans. TODO } }