StandingStateComponent.cs 851 B

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  1. using Robust.Shared.Audio;
  2. using Robust.Shared.GameStates;
  3. namespace Content.Shared.Standing
  4. {
  5. [RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
  6. [Access(typeof(StandingStateSystem))]
  7. public sealed partial class StandingStateComponent : Component
  8. {
  9. [ViewVariables(VVAccess.ReadWrite)]
  10. [DataField]
  11. public SoundSpecifier? DownSound { get; private set; } = new SoundCollectionSpecifier("BodyFall");
  12. [DataField, AutoNetworkedField]
  13. public bool Standing { get; set; } = true;
  14. /// <summary>
  15. /// List of fixtures that had their collision mask changed when the entity was downed.
  16. /// Required for re-adding the collision mask.
  17. /// </summary>
  18. [DataField, AutoNetworkedField]
  19. public List<string> ChangedFixtures = new();
  20. }
  21. }