* Predict dumping - This got soaped really fucking hard. - Dumping is predicted, this required disposals to be predicte.d - Disposals required mailing (because it's tightly coupled), and a smidge of other content systems. - I also had to fix a compnetworkgenerator issue at the same time so it wouldn't mispredict. * Fix a bunch of stuff * nasty merge * Some reviews * Some more reviews while I stash * Fix merge * Fix merge * Half of review * Review * re(h)f * lizards * feexes * feex
43 lines
1.3 KiB
C#
43 lines
1.3 KiB
C#
using Content.Shared.Interaction;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Climbing.Components
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{
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/// <summary>
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/// Indicates this entity can be vaulted on top of.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class ClimbableComponent : Component
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{
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/// <summary>
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/// The range from which this entity can be climbed.
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/// </summary>
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[DataField] public float Range = SharedInteractionSystem.InteractionRange;
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/// <summary>
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/// Can drag-drop / verb vaulting be done? Set to false if climbing is being handled manually.
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/// </summary>
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[DataField]
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public bool Vaultable = true;
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/// <summary>
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/// The time it takes to climb onto the entity.
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/// </summary>
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[DataField("delay")]
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public float ClimbDelay = 1.5f;
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/// <summary>
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/// Sound to be played when a climb is started.
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/// </summary>
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[DataField("startClimbSound")]
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public SoundSpecifier? StartClimbSound = null;
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/// <summary>
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/// Sound to be played when a climb finishes.
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/// </summary>
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[DataField("finishClimbSound")]
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public SoundSpecifier? FinishClimbSound = null;
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}
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}
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