using Content.Shared.Body; using Content.Shared.Humanoid; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared.Wagging; /// /// An emoting wag for markings. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState(fieldDeltas: true)] [Access(typeof(WaggingSystem))] public sealed partial class WaggingComponent : Component { /// /// The prototype id of the wagging action. /// [DataField, AutoNetworkedField] public EntProtoId Action = "ActionToggleWagging"; /// /// Reference to the action entity. /// [DataField, AutoNetworkedField] public EntityUid? ActionEntity; /// /// The visual layer of the tail marking. /// [DataField, AutoNetworkedField] public HumanoidVisualLayers Layer = HumanoidVisualLayers.Tail; /// /// The organ category to which the tail is attached. /// [DataField, AutoNetworkedField] public ProtoId Organ = "Torso"; /// /// The suffix to add to get the animated marking. /// [DataField, AutoNetworkedField] public string Suffix = "Animated"; /// /// Whether the entity is currently wagging. /// [DataField, AutoNetworkedField] public bool Wagging = false; }