* t-rays show above catwalk * a * RevealSubfloorComponent * revealSubfloorOnScan, add it to catwalk * TrayScanReveal sys and comp * Rr * handle anchoring * use tile indices for vector2i * fix IsUnderRevealingEntity reset on pvs pop in reanchor * fix exception on TrayScanRevealComponent remove * fix IsUnderRevealingEntity not updating on pvs enter * update to ent * make subfloor retain respect for their relative draw depth * fix carpets not revealing subfloor on plating * chapel carpet * ?? * draw depth gap for subfloor entities. * revert alpha change * remove abs from draw depth difference * move TrayScanReveal to client * delete old refactor * let's show them above puddles too * Remove superfluous component classes --------- Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
11 lines
346 B
C#
11 lines
346 B
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.SubFloor;
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/// <summary>
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/// For tile-like entities, such as catwalk and carpets, to reveal subfloor entities when on the same tile and when
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/// using a t-ray scanner.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class TrayScanRevealComponent : Component;
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