Files
OldThink/Content.Client/CombatMode/CombatModeComponent.cs

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using Content.Client.HUD;
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using Content.Shared.CombatMode;
using Content.Shared.Targeting;
using Robust.Client.GameObjects;
using Robust.Client.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
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namespace Content.Client.CombatMode
{
[RegisterComponent]
[ComponentReference(typeof(SharedCombatModeComponent))]
public sealed class CombatModeComponent : SharedCombatModeComponent
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IGameHud _gameHud = default!;
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public override bool IsInCombatMode
{
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get => base.IsInCombatMode;
set
{
base.IsInCombatMode = value;
UpdateHud();
}
}
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public override TargetingZone ActiveZone
{
get => base.ActiveZone;
set
{
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base.ActiveZone = value;
UpdateHud();
}
}
public void PlayerDetached() { _gameHud.CombatPanelVisible = false; }
public void PlayerAttached()
{
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_gameHud.CombatPanelVisible = false; // TODO BOBBY SYSTEM Make the targeting doll actually do something.
UpdateHud();
}
private void UpdateHud()
{
if (Owner != _playerManager.LocalPlayer?.ControlledEntity)
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{
return;
}
_gameHud.TargetingZone = ActiveZone;
}
}
}