* Init Commit * Remove unused code, fix stun visuals bug * Update Content.Shared/Stunnable/SharedStunSystem.cs * Some initial changes * first batch of changes * Commit * One line cleanup * KnockdownStatusEffect ain't worth it. * Fix 2 bugs * Fixes * Remove that actually, * Commit * Better solution * Alright final commit I think * Add better remarks * How the fuck did this not get pushed??? * Wait no why was my ryder trying to push that??? I didn't make that change! DON'T DO THAT!!! * Review * Don't log that --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
31 lines
1.0 KiB
C#
31 lines
1.0 KiB
C#
using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Standing
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{
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(StandingStateSystem))]
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public sealed partial class StandingStateComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public SoundSpecifier? DownSound { get; private set; } = new SoundCollectionSpecifier("BodyFall");
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[DataField, AutoNetworkedField]
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public bool Standing { get; set; } = true;
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/// <summary>
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/// Friction modifier applied to an entity in the downed state.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float DownFrictionMod = 0.4f;
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/// <summary>
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/// List of fixtures that had their collision mask changed when the entity was downed.
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/// Required for re-adding the collision mask.
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/// </summary>
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[DataField, AutoNetworkedField]
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public List<string> ChangedFixtures = new();
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}
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}
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