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34 lines
1.0 KiB
C#
34 lines
1.0 KiB
C#
using Content.Shared.Examine;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Mind.Components;
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/// <summary>
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/// This component adds an examine text to the owner entity based on the state of their mind.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(MindExamineSystem))]
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public sealed partial class MindExaminableComponent : Component
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{
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/// <summary>
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/// The state the mind is currently in.
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/// </summary>
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[DataField, AutoNetworkedField]
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public MindState State = MindState.None;
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}
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/// <summary>
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/// The states for when an entity with a mind is examined.
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/// </summary>
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[Serializable, NetSerializable]
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public enum MindState : byte
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{
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None, // No text
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Dead, // Player is dead but still connected
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Catatonic, // Entity is alive but has no mind attached to it.
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SSD, // Player disconnected while alive
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DeadSSD, // Player died and disconnected
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Irrecoverable // Entity is dead and has no mind attached
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}
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