Files
Delta-v/Content.Shared/Holosign/HolosignProjectorComponent.cs
T
slarticodefast 4e628968fe Predict holoprojectors and add an integration test for them (#41569)
* cleanup

* fix fixtures

* prediction

* fix test

* review

* fix svalinn visuals

* fix chargers

* fix portable recharger and its unlit visuals

* fix borgs

* oomba review

* fix examination prediction

* predict holosign
2026-06-29 12:43:48 +02:00

32 lines
1.0 KiB
C#

using Robust.Shared.Prototypes;
using Robust.Shared.GameStates;
namespace Content.Shared.Holosign;
/// <summary>
/// Added to an item and allows it to spawn a specified prototype at the location you click on, using charge from a power cell.
/// Used for holosigns, holofans and holobarriers.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class HolosignProjectorComponent : Component
{
/// <summary>
/// The prototype to spawn on use.
/// </summary>
[DataField, AutoNetworkedField]
public EntProtoId SignProto = "HolosignWetFloor";
/// <summary>
/// How much charge a single use expends, in watts.
/// </summary>
[DataField, AutoNetworkedField]
public float ChargeUse = 50f;
/// <summary>
/// Whether or not to use predictive spawning.
/// At the moment this does not support entities with animated sprites, so set this to false in that case.
/// </summary>
[DataField, AutoNetworkedField]
public bool PredictedSpawn;
}