42 lines
1.4 KiB
C#
42 lines
1.4 KiB
C#
using Content.Shared.Pulling;
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using Content.Shared.Movement.Components;
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.ViewVariables;
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using Robust.Shared.Log;
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using Component = Robust.Shared.GameObjects.Component;
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namespace Content.Shared.Pulling.Components
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{
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[RegisterComponent]
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[Friend(typeof(SharedPullingStateManagementSystem))]
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public class SharedPullerComponent : Component
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{
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public override string Name => "Puller";
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// Before changing how this is updated, please see SharedPullerSystem.RefreshMovementSpeed
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public float WalkSpeedModifier => Pulling == null ? 1.0f : 0.75f;
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public float SprintSpeedModifier => Pulling == null ? 1.0f : 0.75f;
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[ViewVariables]
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public IEntity? Pulling { get; set; }
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protected override void Shutdown()
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{
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EntitySystem.Get<SharedPullingStateManagementSystem>().ForceDisconnectPuller(this);
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base.Shutdown();
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}
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protected override void OnRemove()
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{
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if (Pulling != null)
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{
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// This is absolute paranoia but it's also absolutely necessary. Too many puller state bugs. - 20kdc
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Logger.ErrorS("c.go.c.pulling", "PULLING STATE CORRUPTION IMMINENT IN PULLER {0} - OnRemove called when Pulling is set!", Owner);
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}
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base.OnRemove();
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}
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}
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}
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