Files
wwdpublic/Content.Shared/StepTrigger/Components/StepTriggerImmuneComponent.cs
Ivan 35c4454003 [Feature] StepTriggerGroup to improve StepTriggerImmune behaviour (#53)
* Ipc modifier added

* StepTriggerGroup prototype and change in system.

* fix change chemistry_effects.yml

* types added in trigger/immunity

* comments/clean

* minor fix

* another small fix

* proto id / mouse landmine fix

* CleanCode optimization + fixes

* final

* fix
2024-09-16 21:16:49 +07:00

26 lines
1009 B
C#

using Content.Shared.StepTrigger.Prototypes;
using Content.Shared.StepTrigger.Systems;
using Robust.Shared.GameStates;
namespace Content.Shared.StepTrigger.Components;
/// <summary>
/// This component marks an entity as being immune to all step triggers.
/// For example, a Felinid or Harpy being so low density, that they don't set off landmines.
/// </summary>
/// <remarks>
/// This is the "Earliest Possible Exit" method, and therefore isn't possible to un-cancel.
/// It will prevent ALL step trigger events from firing. Therefore there may sometimes be unintended consequences to this.
/// Consider using a subscription to StepTriggerAttemptEvent if you wish to be more selective.
/// </remarks>
[RegisterComponent, NetworkedComponent]
[Access(typeof(StepTriggerSystem))]
public sealed partial class StepTriggerImmuneComponent : Component
{
/// <summary>
/// WhiteList of immunity step triggers.
/// </summary>
[DataField]
public StepTriggerGroup? Whitelist;
}