* Init commit * move to shared and remove all from component * maybe that * Use SharedBuckleSystem * Rename to WheelchairBound * Move Carriage to prototype * Update sprite to TG, add folded sprite, rename carriage to wheelchair * Fix wheelchair rsi path * Add stand & down for buckling * Add wheelchair inhand sprites * Move wheelchair down in file & fix fold sprite & add suffix Vehicle * Use new wheelchair id * Add standing & speed reset on component remove * Split system to leg paralyzed and wheelchair bound * Rename to LegsParalyzed * Rename in prototype * Move LegsParalyzed to shared --------- Co-authored-by: Ray <vigersray@gmail.com>
16 lines
614 B
C#
16 lines
614 B
C#
using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Traits.Assorted;
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/// <summary>
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/// On adding spawns wheelchair prototype and tries buckle player to it, then self removing
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/// </summary>
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[RegisterComponent, Access(typeof(WheelchairBoundSystem))]
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public sealed class WheelchairBoundComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("wheelchairPrototype", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string WheelchairPrototype = "VehicleWheelchair";
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}
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