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OldThink/Content.Server/GameObjects/Components/Mobs/CombatModeComponent.cs

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using Content.Shared.GameObjects.Components.Mobs;
using Robust.Shared.GameObjects;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Mobs
{
/// <summary>
/// Stores whether an entity is in "combat mode"
/// This is used to differentiate between regular item interactions or
/// using *everything* as a weapon.
/// </summary>
2019-07-31 15:02:36 +02:00
[RegisterComponent]
public sealed class CombatModeComponent : SharedCombatModeComponent
{
private bool _isInCombatMode;
private TargetingZone _activeZone;
[ViewVariables(VVAccess.ReadWrite)]
public bool IsInCombatMode
{
get => _isInCombatMode;
set
{
_isInCombatMode = value;
Dirty();
}
}
[ViewVariables(VVAccess.ReadWrite)]
public TargetingZone ActiveZone
{
get => _activeZone;
set
{
_activeZone = value;
Dirty();
}
}
public override ComponentState GetComponentState()
{
return new CombatModeComponentState(IsInCombatMode, ActiveZone);
}
}
}