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- using Robust.Shared.Audio;
- using Robust.Shared.GameStates;
- namespace Content.Shared.Standing
- {
- [RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
- [Access(typeof(StandingStateSystem))]
- public sealed partial class StandingStateComponent : Component
- {
- [ViewVariables(VVAccess.ReadWrite)]
- [DataField]
- public SoundSpecifier? DownSound { get; private set; } = new SoundCollectionSpecifier("BodyFall");
- [DataField, AutoNetworkedField]
- public bool Standing { get; set; } = true;
- /// <summary>
- /// List of fixtures that had their collision mask changed when the entity was downed.
- /// Required for re-adding the collision mask.
- /// </summary>
- [DataField, AutoNetworkedField]
- public List<string> ChangedFixtures = new();
- }
- }
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