Cherrypicks 2 (#371)
* Handheld teleporter portals now must start on the same grid. (#28423) Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> * hand teleport portals now may start in the same grid. (#28556) * Implement vital chef's hat functionality (#25950) * 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 * Make Hamlet a valid chef's hat pilot (#29191) * Dropping Corpses Devoured by Space Dragons on Gib/Butcher. (#28709) * Update DevourSystem.cs * Update DevourSystem.cs * Update Content.Server/Devour/DevourSystem.cs --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Treatment of blood loss in the Rat King (#26887) Bloodloss-RatKing * - fix: Fix error. --------- Co-authored-by: Moony <moony@hellomouse.net> Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: icekot8 <93311212+icekot8@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: Lyndomen <49795619+Lyndomen@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: IlyaElDunaev <154531074+IlyaElDunaev@users.noreply.github.com>
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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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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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