CatStation/Content.Shared/CombatMode/CombatModeComponent.cs
deltanedas cf7fde3d62
Big prototype and datafield cleanup (#45202)
* giant protoid cleanup

* yml changes

* !

---------

Co-authored-by: deltanedas <@deltanedas:goida.zip>
2026-08-12 02:07:22 +00:00

51 lines
1.8 KiB
C#

using Content.Shared.MouseRotator;
using Content.Shared.Movement.Components;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.CombatMode
{
/// <summary>
/// Stores whether an entity is in "combat mode"
/// This is used to differentiate between regular item interactions or
/// using *everything* as a weapon.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
[Access(typeof(SharedCombatModeSystem))]
public sealed partial class CombatModeComponent : Component
{
#region Disarm
/// <summary>
/// Whether we are able to disarm. This requires our active hand to be free.
/// False if it's toggled off for whatever reason, null if it's not possible.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("canDisarm")]
public bool? CanDisarm;
[DataField("disarmSuccessSound")]
public SoundSpecifier DisarmSuccessSound = new SoundPathSpecifier("/Audio/Effects/thudswoosh.ogg");
[DataField("disarmFailChance")]
public float BaseDisarmFailChance = 0.75f;
#endregion
[DataField]
public EntProtoId CombatToggleAction = "ActionCombatModeToggle";
[DataField, AutoNetworkedField]
public EntityUid? CombatToggleActionEntity;
[ViewVariables(VVAccess.ReadWrite), DataField("isInCombatMode"), AutoNetworkedField]
public bool IsInCombatMode;
/// <summary>
/// Will add <see cref="MouseRotatorComponent"/> and <see cref="NoRotateOnMoveComponent"/>
/// to entities with this flag enabled that enter combat mode, and vice versa for removal.
/// </summary>
[DataField, AutoNetworkedField]
public bool ToggleMouseRotator = true;
}
}