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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Fixes #529 A crash course that I need to check when a component is networked. Now actually replicates pocket vision to the client. # Changelog 🆑 - fix: Fixed thieving trait not granting pocket vision
35 lines
985 B
C#
35 lines
985 B
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.Strip.Components;
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/// <summary>
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/// Give this to an entity when you want to decrease stripping times
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class ThievingComponent : Component
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{
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/// <summary>
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/// How much the strip time should be shortened by
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/// </summary>
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[DataField]
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public TimeSpan StripTimeReduction = TimeSpan.FromSeconds(0.5f);
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/// <summary>
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/// A multiplier coefficient for strip time
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/// </summary>
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[DataField]
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public float StripTimeMultiplier = 1f;
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/// <summary>
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/// Should it notify the user if they're stripping a pocket?
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/// </summary>
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[DataField]
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public ThievingStealth Stealth = ThievingStealth.Hidden;
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/// <summary>
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/// Should the user be able to see hidden items? (i.e pockets)
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool IgnoreStripHidden;
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}
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