CatStation/Content.Shared/Changeling/Components/DestructionResistanceComponent.cs
ScarKy0 3c0f62c006
Changeling Resilience (#44421)
* boom

TODO:
- actual organs

* silly! silly! silly! silly!

* consentual murder

* cleaning

* how woke

* fuck everything

* remove organ replacement, do metabolizer instead

* oops

* thank you, comment i left for myself!

* no ammonia immunity

* whitespace

* Handle a few small things myself

Signed-off-by: Connor Huffine <chuffine@gmail.com>

* some requested changes

* Remove TryGib and Friends

Signed-off-by: Connor Huffine <chuffine@gmail.com>

* Make changelings indestructible

Signed-off-by: Connor Huffine <chuffine@gmail.com>

* Recycler

Signed-off-by: Connor Huffine <chuffine@gmail.com>

* Fix recycler

* Add comments

* Opps!

* Remove metabolizer

* Opps metabolizer system and remove systems!

* Forgot to add them...

* typo

Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>

* Renamed component, fix various systems

* stuff

---------

Signed-off-by: Connor Huffine <chuffine@gmail.com>
Co-authored-by: Connor Huffine <chuffine@gmail.com>
Co-authored-by: beck-thompson <beck314159@hotmail.com>
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
2026-07-23 17:49:52 +00:00

18 lines
620 B
C#

using Content.Shared.Changeling.Systems;
using Robust.Shared.GameStates;
namespace Content.Shared.Changeling.Components;
/// <summary>
/// Entities with this component resist being destructed (E.g gibbed, exploded etc...)
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(DestructionResistanceSystem))]
public sealed partial class DestructionResistanceComponent : Component
{
/// <summary>
/// If false, the component deactivates and the entity can now be destroyed again.
/// </summary>
[DataField, AutoNetworkedField]
public bool Enabled = true;
}