* Decoupled from gravity, constant animation time, manual networking, cubic interpolation * Reduced overshoot * Implemented PointAttemptEvent, reacts with mobstate & sleeping * Brains can no longer point, PBs must be inside a chassis * Removed chassis check, made callback more obvious
23 lines
543 B
C#
23 lines
543 B
C#
using Robust.Shared.GameStates;
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using System.Numerics;
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namespace Content.Shared.Pointing.Components;
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[NetworkedComponent]
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public abstract partial class SharedPointingArrowComponent : Component
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{
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/// <summary>
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/// The position of the sender when the point began.
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/// </summary>
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[DataField]
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[ViewVariables(VVAccess.ReadWrite)]
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public Vector2 StartPosition;
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/// <summary>
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/// When the pointing arrow ends
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/// </summary>
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[DataField]
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan EndTime;
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}
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