45 lines
1.3 KiB
C#
45 lines
1.3 KiB
C#
using Content.Shared.Nutrition.Components;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Kitchen.Components;
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/// <summary>
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/// Applies to items that are capable of butchering entities, or
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/// are otherwise sharp for some purpose.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[AutoGenerateComponentState]
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public sealed partial class SharpComponent : Component
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{
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/// <summary>
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/// List of the entities that are currently being butchered.
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/// </summary>
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// TODO just make this a tool type. Move SharpSystem to shared.
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[AutoNetworkedField]
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public readonly HashSet<EntityUid> Butchering = [];
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/// <summary>
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/// Affects butcher delay of the <see cref="ButcherableComponent"/>.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float ButcherDelayModifier = 1.0f;
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/// <summary>
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/// Shitmed: Whether this item had <c>SurgeryToolComponent</c> before sharp was added.
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/// </summary>
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[DataField]
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public bool HadSurgeryTool;
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/// <summary>
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/// Shitmed: Whether this item had <c>ScalpelComponent</c> before sharp was added.
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/// </summary>
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[DataField]
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public bool HadScalpel;
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/// <summary>
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/// Shitmed: Whether this item had <c>BoneSawComponent</c> before sharp was added.
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/// </summary>
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[DataField]
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public bool HadBoneSaw;
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}
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