* Init commit * move to shared and remove all from component * maybe that * Use SharedBuckleSystem * Rename to WheelchairBound * Move Carriage to prototype * Update sprite to TG, add folded sprite, rename carriage to wheelchair * Fix wheelchair rsi path * Add stand & down for buckling * Add wheelchair inhand sprites * Move wheelchair down in file & fix fold sprite & add suffix Vehicle * Use new wheelchair id * Add standing & speed reset on component remove * Split system to leg paralyzed and wheelchair bound * Rename to LegsParalyzed * Rename in prototype * Move LegsParalyzed to shared --------- Co-authored-by: Ray <vigersray@gmail.com>
13 lines
364 B
C#
13 lines
364 B
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.Traits.Assorted;
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/// <summary>
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/// Set player speed to zero and standing state to down, simulating leg paralysis.
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/// Used for Wheelchair bound trait.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(LegsParalyzedSystem))]
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public sealed class LegsParalyzedComponent : Component
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{
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}
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