Files
tbd-station-14/Content.Shared/Movement/Pulling/Components/PullableComponent.cs
metalgearsloth 0d8254b2a2 Pulling rework (#20906)
* Pulling rework

Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame.

* More pulling cleanup

* stats

* More cleanup

* First draft

* More pulling

* weh

* Fix puller

* Pulling working

* Fix merge

* Dunked

* Self-merge time
2024-02-03 14:36:09 +11:00

40 lines
1.3 KiB
C#

using Robust.Shared.GameStates;
namespace Content.Shared.Movement.Pulling.Components;
/// <summary>
/// Specifies an entity as being pullable by an entity with <see cref="PullerComponent"/>
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(Systems.PullingSystem))]
public sealed partial class PullableComponent : Component
{
/// <summary>
/// The current entity pulling this component.
/// </summary>
[AutoNetworkedField, DataField]
public EntityUid? Puller;
/// <summary>
/// The pull joint.
/// </summary>
[AutoNetworkedField, DataField]
public string? PullJointId;
public bool BeingPulled => Puller != null;
/// <summary>
/// If the physics component has FixedRotation should we keep it upon being pulled
/// </summary>
[Access(typeof(Systems.PullingSystem), Other = AccessPermissions.ReadExecute)]
[ViewVariables(VVAccess.ReadWrite), DataField("fixedRotation")]
public bool FixedRotationOnPull;
/// <summary>
/// What the pullable's fixedrotation was set to before being pulled.
/// </summary>
[Access(typeof(Systems.PullingSystem), Other = AccessPermissions.ReadExecute)]
[AutoNetworkedField, DataField]
public bool PrevFixedRotation;
}