* Init Commit * Remove unused code, fix stun visuals bug * Update Content.Shared/Stunnable/SharedStunSystem.cs * Some initial changes * first batch of changes * Commit * One line cleanup * KnockdownStatusEffect ain't worth it. * Fix 2 bugs * Fixes * Remove that actually, * Commit * Better solution * Alright final commit I think * Add better remarks * How the fuck did this not get pushed??? * Wait no why was my ryder trying to push that??? I didn't make that change! DON'T DO THAT!!! * Review * Don't log that --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
28 lines
825 B
C#
28 lines
825 B
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.Stunnable;
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/// <summary>
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/// Knockdown as a status effect.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedStunSystem))]
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public sealed partial class KnockdownStatusEffectComponent : Component
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{
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/// <summary>
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/// Should this knockdown only affect crawlers?
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/// </summary>
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/// <remarks>
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/// If your status effect doesn't come paired with <see cref="StunnedStatusEffectComponent"/>
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/// Or if your status effect doesn't whitelist itself to only those with <see cref="CrawlerComponent"/>
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/// Then you need to set this to true.
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/// </remarks>
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[DataField]
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public bool Crawl;
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/// <summary>
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/// Should we drop items when we fall?
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/// </summary>
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[DataField]
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public bool Drop = true;
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}
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