Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Jezithyr <jmaster9999@gmail.com> Co-authored-by: Jezithyr <Jezithyr@gmail.com> Co-authored-by: Visne <39844191+Visne@users.noreply.github.com> Co-authored-by: wrexbe <wrexbe@protonmail.com> Co-authored-by: wrexbe <81056464+wrexbe@users.noreply.github.com>
24 lines
832 B
C#
24 lines
832 B
C#
using Content.Client.Hands.Systems;
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using Content.Client.Hands.UI;
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using Content.Shared.Hands.Components;
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namespace Content.Client.Hands
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedHandsComponent))]
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[Access(typeof(HandsSystem))]
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public sealed class HandsComponent : SharedHandsComponent
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{
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/// <summary>
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/// Whether or not to add in-hand sprites for held items. Some entities (e.g., drones) don't want these.
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/// </summary>
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[DataField("showInHands")]
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public bool ShowInHands = true;
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/// <summary>
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/// Data about the current sprite layers that the hand is contributing to the owner entity. Used for sprite in-hands.
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/// </summary>
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public readonly Dictionary<HandLocation, HashSet<string>> RevealedLayers = new();
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}
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}
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