* лежать * лучше так сделать * - remove: Gravity is fine. * - add: Hit moving lying targets. * - tweak: Lie down insted of stun on FTL. * - fix: Fix double component. * - remove: Disable recoil. --------- Co-authored-by: Aviu00 <aviu00@protonmail.com>
48 lines
1.5 KiB
C#
48 lines
1.5 KiB
C#
using Content.Shared.Standing.Systems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Standing
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{
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedStandingStateSystem))]
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public sealed partial class StandingStateComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite), DataField]
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public SoundSpecifier DownSound { get; private set; } = new SoundCollectionSpecifier("BodyFall");
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[DataField, AutoNetworkedField]
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public StandingState CurrentState { get; set; } = StandingState.Standing; // WD EDIT
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/// <summary>
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/// Time required to get up.
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan StandingUpTime { get; set; } = TimeSpan.FromSeconds(1); // WD EDIT
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// WD EDIT
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[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public bool CanLieDown = false;
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/// <summary>
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/// List of fixtures that had their collision mask changed when the entity was downed.
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/// Required for re-adding the collision mask.
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/// </summary>
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[DataField, AutoNetworkedField]
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public List<string> ChangedFixtures = new();
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}
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}
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[Serializable, NetSerializable]
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public sealed class ChangeStandingStateEvent : EntityEventArgs
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{
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}
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// WD EDIT
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public enum StandingState
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{
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Lying,
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GettingUp,
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Standing
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} |