* Power stuff - Add shared IsPowered - Add shared ResolveApc - Move PowerChangedEvent to shared for now - Add SlimPoweredLight that actually functions how you'd expect a PoweredLight to function it id didn't have a bunch of bloat on it. * big update * boing
14 lines
415 B
C#
14 lines
415 B
C#
using Content.Shared.Clothing.EntitySystems;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Clothing.Components;
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/// <summary>
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/// Disables client-side physics prediction for this entity.
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/// Without this, movement with <see cref="PilotedClothingSystem"/> is very rubberbandy.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class PilotedByClothingComponent : Component
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{
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}
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