* Blocking * Fixes Bodytype bug * Blocking Damage Modifier * Storing bodytype * Consolidates Stop Blocking code * Consolidates more methods * Some cleanup, hitbox fix * Shield Textures * Passive blocking modifier check * Localization, popups, and more cleanup * Small cleanup * Relay event * Fixes a shutdown bug, adds specific containers and sets * Popups and sounds * Fixes typo * Removes whitespace, adds comment * Some requested changes * Remove Shared * Audio fix * More changes * More requested changes * Properly remove on shutdown * Adds riot shields to seclathes * SecTech Riot shield * Constant variable * Relay transfer to user blocking system * More destruction behavior * Adds a shape field * Riot shield cleanup * More requested changes. * Prevents blocking attempt where a user cannot be anchored * Listen for anchor change * Unused using cleanup * More shields. * Buckler * Construction * Linter fix
32 lines
819 B
C#
32 lines
819 B
C#
using Content.Shared.Damage;
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using Robust.Shared.Physics;
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namespace Content.Shared.Blocking;
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/// <summary>
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/// This component gets dynamically added to an Entity via the <see cref="BlockingSystem"/>
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/// </summary>
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[RegisterComponent]
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public sealed class BlockingUserComponent : Component
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{
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/// <summary>
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/// The entity that's being used to block
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/// </summary>
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[ViewVariables]
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[DataField("blockingItem")]
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public EntityUid? BlockingItem;
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[ViewVariables]
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[DataField("modifiers")]
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public DamageModifierSet Modifiers = default!;
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/// <summary>
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/// Stores the entities original bodytype
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/// Used so that it can be put back to what it was after anchoring
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/// </summary>
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[ViewVariables]
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[DataField("originalBodyType")]
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public BodyType OriginalBodyType;
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}
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