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- using Content.Shared.Whitelist;
- using Robust.Shared.GameStates;
- namespace Content.Shared.Clothing.Components;
- /// <summary>
- /// Allows an entity stored in this clothing item to pass inputs to the entity wearing it.
- /// </summary>
- [RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
- public sealed partial class PilotedClothingComponent : Component
- {
- /// <summary>
- /// Whitelist for entities that are allowed to act as pilots when inside this entity.
- /// </summary>
- [DataField]
- public EntityWhitelist? PilotWhitelist;
- /// <summary>
- /// Should movement input be relayed from the pilot to the target?
- /// </summary>
- [DataField]
- public bool RelayMovement = true;
- /// <summary>
- /// Reference to the entity contained in the clothing and acting as pilot.
- /// </summary>
- [DataField, AutoNetworkedField]
- public EntityUid? Pilot;
- /// <summary>
- /// Reference to the entity wearing this clothing who will be controlled by the pilot.
- /// </summary>
- [DataField, AutoNetworkedField]
- public EntityUid? Wearer;
- public bool IsActive => Pilot != null && Wearer != null;
- }
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