* Add an event for polymorph actions * Subscribe FollowerSystem to the event * Add check that unfollow target is actually current target. * Make followers try to follow on state update; Dirty follower on follow.
13 lines
359 B
C#
13 lines
359 B
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.Follower.Components;
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[RegisterComponent]
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[Access(typeof(FollowerSystem))]
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[NetworkedComponent, AutoGenerateComponentState(RaiseAfterAutoHandleState = true)]
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public sealed partial class FollowerComponent : Component
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{
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[AutoNetworkedField, DataField("following")]
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public EntityUid Following;
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}
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