* Implement crucial chef's hat functionality * Unified stopping code and added events. * Added documentation to events * Rerun tests * Made review changes, and fixed potential desync bug. * Update whitelist
39 lines
1.1 KiB
C#
39 lines
1.1 KiB
C#
using Content.Shared.Whitelist;
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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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/// Allows an entity stored in this clothing item to pass inputs to the entity wearing it.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class PilotedClothingComponent : Component
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{
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/// <summary>
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/// Whitelist for entities that are allowed to act as pilots when inside this entity.
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/// </summary>
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[DataField]
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public EntityWhitelist? PilotWhitelist;
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/// <summary>
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/// Should movement input be relayed from the pilot to the target?
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/// </summary>
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[DataField]
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public bool RelayMovement = true;
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/// <summary>
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/// Reference to the entity contained in the clothing and acting as pilot.
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/// </summary>
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[DataField, AutoNetworkedField]
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public EntityUid? Pilot;
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/// <summary>
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/// Reference to the entity wearing this clothing who will be controlled by the pilot.
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/// </summary>
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[DataField, AutoNetworkedField]
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public EntityUid? Wearer;
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public bool IsActive => Pilot != null && Wearer != null;
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}
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