Delta-v/Content.Shared/Standing/StandingStateComponent.cs

36 lines
1003 B
C#

using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Standing;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class StandingStateComponent : Component
{
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public SoundSpecifier DownSound { get; private set; } = new SoundCollectionSpecifier("BodyFall");
// WD EDIT START
[DataField, AutoNetworkedField]
public StandingState CurrentState { get; set; } = StandingState.Standing;
// WD EDIT END
[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();
}
// WD EDIT START
public enum StandingState
{
Lying,
GettingUp,
Standing,
}
// WD EDIT END