* DoAfters * Compact Clone() * Fix mice and cuffables * Try generalize attempt events * moves climbabledoafter event to shared, fixes issue with climbable target * Fix merge (cuffing) * Make all events netserializable * handful of doafter events moved * moves the rest of the events to their respective shared folders * Changes all mentions of server doafter to shared * stop stripping cancellation * fix merge errors * draw paused doafters * handle unpausing * missing netserializable ref * removes break on stun reference * removes cuffing state reference * Fix tools * Fix door prying. * Fix construction * Fix dumping * Fix wielding assert * fix rev * Fix test * more test fixes --------- Co-authored-by: keronshb <keronshb@live.com>
65 lines
1.9 KiB
C#
65 lines
1.9 KiB
C#
using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Cuffs.Components;
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(SharedCuffableSystem))]
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public sealed class CuffableComponent : Component
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{
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/// <summary>
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/// The current RSI for the handcuff layer
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/// </summary>
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[DataField("currentRSI"), ViewVariables(VVAccess.ReadWrite)]
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public string? CurrentRSI;
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/// <summary>
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/// How many of this entity's hands are currently cuffed.
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/// </summary>
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[ViewVariables]
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public int CuffedHandCount => Container.ContainedEntities.Count * 2;
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/// <summary>
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/// The last pair of cuffs that was added to this entity.
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/// </summary>
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[ViewVariables]
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public EntityUid LastAddedCuffs => Container.ContainedEntities[^1];
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/// <summary>
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/// Container of various handcuffs currently applied to the entity.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public Container Container = default!;
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/// <summary>
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/// Whether or not the entity can still interact (is not cuffed)
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/// </summary>
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[DataField("canStillInteract"), ViewVariables(VVAccess.ReadWrite)]
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public bool CanStillInteract = true;
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}
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[Serializable, NetSerializable]
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public sealed class CuffableComponentState : ComponentState
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{
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public readonly bool CanStillInteract;
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public readonly int NumHandsCuffed;
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public readonly string? RSI;
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public readonly string? IconState;
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public readonly Color? Color;
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public CuffableComponentState(int numHandsCuffed, bool canStillInteract, string? rsiPath, string? iconState, Color? color)
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{
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NumHandsCuffed = numHandsCuffed;
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CanStillInteract = canStillInteract;
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RSI = rsiPath;
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IconState = iconState;
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Color = color;
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}
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}
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[ByRefEvent]
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public readonly record struct CuffedStateChangeEvent;
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