48 lines
1.3 KiB
C#
48 lines
1.3 KiB
C#
#nullable enable
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Projectiles
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{
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public abstract class SharedProjectileComponent : Component, ICollideSpecial
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{
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private bool _ignoreShooter = true;
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public override string Name => "Projectile";
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public override uint? NetID => ContentNetIDs.PROJECTILE;
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protected abstract EntityUid Shooter { get; }
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public bool IgnoreShooter
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{
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get => _ignoreShooter;
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set
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{
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if (_ignoreShooter == value) return;
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_ignoreShooter = value;
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Dirty();
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}
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}
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[NetSerializable, Serializable]
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protected class ProjectileComponentState : ComponentState
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{
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public ProjectileComponentState(uint netId, EntityUid shooter, bool ignoreShooter) : base(netId)
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{
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Shooter = shooter;
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IgnoreShooter = ignoreShooter;
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}
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public EntityUid Shooter { get; }
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public bool IgnoreShooter { get; }
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}
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public bool PreventCollide(IPhysBody collidedwith)
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{
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return IgnoreShooter && collidedwith.Owner.Uid == Shooter;
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}
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}
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}
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