* MVP * Uncomment animated prototypes * Disable wagging on death * Move component to server * Looped tail animation * Apply front tail template * Disable animated markings globally * Add emote sending * Update documentation * Move locale * Use static instantAction & remove action on comp del * Use fluent POSS-ADJ * Update docs * Add copyright * Update copyright * Update license & copyright * Move to main directory & format meta.json * Fix path * Change namespace * Remove empty meta.json * Update * REMOVE unnecessary IsNullOrWhiteSpace check Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Move animated markings to main file * Use emotes * new * fix * fix * Tests, pls * fix dixel * Remove networked from wagging comp * Remove unused import * Remove unused imports * Move wagging comp to shared * Revert the emotes If we're getting it the action is better. --------- Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
34 lines
840 B
C#
34 lines
840 B
C#
using Content.Shared.Chat.Prototypes;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Wagging;
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/// <summary>
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/// An emoting wag for markings.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class WaggingComponent : Component
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{
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[DataField]
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public EntProtoId Action = "ActionToggleWagging";
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[DataField]
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public EntityUid? ActionEntity;
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[DataField]
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public ProtoId<EmotePrototype> EmoteId = "WagTail";
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/// <summary>
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/// Suffix to add to get the animated marking.
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/// </summary>
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public string Suffix = "Animated";
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/// <summary>
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/// Is the entity currently wagging.
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/// </summary>
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[DataField]
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public bool Wagging = false;
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}
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