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using Content.Shared.MouseRotator;
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using Content.Shared.Movement.Components;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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2019-09-26 22:32:32 +02:00
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2021-06-09 22:19:39 +02:00
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namespace Content.Shared.CombatMode
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{
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/// <summary>
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/// Stores whether an entity is in "combat mode"
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/// This is used to differentiate between regular item interactions or
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/// using *everything* as a weapon.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
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[Access(typeof(SharedCombatModeSystem))]
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public sealed partial class CombatModeComponent : Component
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{
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#region Disarm
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/// <summary>
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/// Whether we are able to disarm. This requires our active hand to be free.
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/// False if it's toggled off for whatever reason, null if it's not possible.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("canDisarm")]
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public bool? CanDisarm;
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[DataField("disarmSuccessSound")]
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public SoundSpecifier DisarmSuccessSound = new SoundPathSpecifier("/Audio/Effects/thudswoosh.ogg");
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[DataField("disarmFailChance")]
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public float BaseDisarmFailChance = 0.75f;
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#endregion
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[DataField("combatToggleAction", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string CombatToggleAction = "ActionCombatModeToggle";
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[DataField, AutoNetworkedField]
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public EntityUid? CombatToggleActionEntity;
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[ViewVariables(VVAccess.ReadWrite), DataField("isInCombatMode"), AutoNetworkedField]
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public bool IsInCombatMode;
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/// <summary>
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/// Will add <see cref="MouseRotatorComponent"/> and <see cref="NoRotateOnMoveComponent"/>
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/// to entities with this flag enabled that enter combat mode, and vice versa for removal.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool ToggleMouseRotator = true;
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}
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}
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