* Pulling rework Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame. * More pulling cleanup * stats * More cleanup * First draft * More pulling * weh * Fix puller * Pulling working * Fix merge * Dunked * Self-merge time
42 lines
1.4 KiB
C#
42 lines
1.4 KiB
C#
using Content.Shared.Movement.Pulling.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Movement.Pulling.Components;
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/// <summary>
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/// Specifies an entity as being able to pull another entity with <see cref="PullableComponent"/>
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(PullingSystem))]
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public sealed partial class PullerComponent : Component
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{
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// My raiding guild
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/// <summary>
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/// Next time the puller can throw what is being pulled.
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/// Used to avoid spamming it for infinite spin + velocity.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField]
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public TimeSpan NextThrow;
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[DataField]
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public TimeSpan ThrowCooldown = TimeSpan.FromSeconds(1);
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// Before changing how this is updated, please see SharedPullerSystem.RefreshMovementSpeed
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public float WalkSpeedModifier => Pulling == default ? 1.0f : 0.95f;
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public float SprintSpeedModifier => Pulling == default ? 1.0f : 0.95f;
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/// <summary>
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/// Entity currently being pulled if applicable.
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/// </summary>
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[AutoNetworkedField, DataField]
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public EntityUid? Pulling;
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/// <summary>
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/// Does this entity need hands to be able to pull something?
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/// </summary>
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[DataField]
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public bool NeedsHands = true;
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}
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