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* init * rsi * review * scale * it * cat, dog, nerd * rsi * I just microbalanced animation speed * raider, stinky resprite * review * HideFromOwner * hidden smite * copyright * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
44 lines
1.3 KiB
C#
44 lines
1.3 KiB
C#
using System.Numerics;
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using Robust.Shared.GameStates;
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using Robust.Shared.Utility;
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namespace Content.Shared.Administration.Components;
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/// <summary>
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/// Displays a sprite above an entity.
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/// By default a huge sign saying "KILL".
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(raiseAfterAutoHandleState: true)]
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public sealed partial class KillSignComponent : Component
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{
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/// <summary>
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/// The sprite show above the entity.
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/// </summary>
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[DataField, AutoNetworkedField]
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public SpriteSpecifier? Sprite = new SpriteSpecifier.Rsi(new ResPath("Objects/Misc/killsign.rsi"), "kill");
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/// <summary>
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/// Whether the granted layer should always be forced to be unshaded.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool ForceUnshaded = true;
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/// <summary>
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/// Whether the granted layer should be offset to be above the entity.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool DoOffset = true;
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/// <summary>
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/// Prevents the sign from displaying to the owner of the component, allowing everyone but them to see it.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool HideFromOwner = false;
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/// <summary>
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/// The scale of the sprite.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Vector2 Scale = Vector2.One;
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}
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