using Content.Shared.Alert;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Movement.Pulling.Components;
///
/// Specifies an entity as being pullable by an entity with
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(Systems.PullingSystem))]
public sealed partial class PullableComponent : Component
{
///
/// The current entity pulling this component.
///
[AutoNetworkedField, DataField]
public EntityUid? Puller;
///
/// The pull joint.
///
[AutoNetworkedField, DataField]
public string? PullJointId;
public bool BeingPulled => Puller != null;
///
/// If the physics component has FixedRotation should we keep it upon being pulled
///
[Access(typeof(Systems.PullingSystem), Other = AccessPermissions.ReadExecute)]
[ViewVariables(VVAccess.ReadWrite), DataField("fixedRotation")]
public bool FixedRotationOnPull;
///
/// What the pullable's fixedrotation was set to before being pulled.
///
[Access(typeof(Systems.PullingSystem), Other = AccessPermissions.ReadExecute)]
[AutoNetworkedField, DataField]
public bool PrevFixedRotation;
[DataField]
public ProtoId PulledAlert = "Pulled";
}
public sealed partial class StopBeingPulledAlertEvent : BaseAlertEvent;