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using Content.Shared.Alert;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
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namespace Content.Shared.Strip.Components;
/// <summary>
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/// Give this to an entity when you want to decrease stripping times
/// </summary>
[RegisterComponent, NetworkedComponent]
[AutoGenerateComponentState(fieldDeltas: true)]
public sealed partial class ThievingComponent : Component
{
/// <summary>
/// How much the strip time should be shortened by
/// </summary>
[DataField, AutoNetworkedField]
public TimeSpan StripTimeReduction = TimeSpan.FromSeconds(0.5f);
/// <summary>
/// Should it notify the user if they're stripping a pocket?
/// </summary>
[DataField, AutoNetworkedField]
public bool Stealthy;
/// <summary>
/// Variable pointing at the Alert modal
/// </summary>
[DataField]
public ProtoId<AlertPrototype> StealthyAlertProtoId = "Stealthy";
/// <summary>
/// Prevent component replication to clients other than the owner,
/// doesn't affect prediction.
/// Get mogged.
/// </summary>
public override bool SendOnlyToOwner => true;
}
/// <summary>
/// Event raised to toggle the thieving component.
/// </summary>
public sealed partial class ToggleThievingEvent : BaseAlertEvent;