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