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* Part one of Vehicles * Also we need this * Part 1 * Part 1.1 * And we need this * Part 2 * Part 2.1 * We REALLY need this * Little fix * Just fixes * fixes (i'm tired) * fix * Apply suggestions from code review Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com> * update * fixed * just for cleaner diff * just in case * I think this might be cleaner * fix * upd * Update Content.Shared/Vehicle/VehicleSystem.cs Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com> * fix vehicle key and unstrap checks * fix OnBuckleUpdateCanMove * fixes * clear vehicle operator relays * small fix * fix1 * fix2 * upd * fix? * fix?? --------- Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
17 lines
523 B
C#
17 lines
523 B
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.Vehicle.Components;
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/// <summary>
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/// Tracking component for handling the operator of a given <see cref="VehicleComponent"/>
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(VehicleSystem))]
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public sealed partial class VehicleOperatorComponent : Component
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{
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/// <summary>
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/// The vehicle we are currently operating.
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/// </summary>
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[DataField, AutoNetworkedField]
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public EntityUid? Vehicle;
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}
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