Class CombatModeComponent
Stores whether an entity is in "combat mode"
This is used to differentiate between regular item interactions or
using everything as a weapon.
Inheritance
System.Object
CombatModeComponent
Assembly: Content.Shared.dll
Syntax
public sealed class CombatModeComponent : Component
Fields
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ActiveZone
Declaration
public TargetingZone ActiveZone
Field Value
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BaseDisarmFailChance
Declaration
public float BaseDisarmFailChance
Field Value
Type |
Description |
System.Single |
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CanDisarm
Whether we are able to disarm. This requires our active hand to be free.
False if it's toggled off for whatever reason, null if it's not possible.
Declaration
Field Value
Type |
Description |
System.Nullable<System.Boolean> |
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CombatToggleAction
Declaration
public string CombatToggleAction
Field Value
Type |
Description |
System.String |
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CombatToggleActionEntity
Declaration
public EntityUid? CombatToggleActionEntity
Field Value
Type |
Description |
System.Nullable<EntityUid> |
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DisarmSuccessSound
Declaration
public SoundSpecifier DisarmSuccessSound
Field Value
Type |
Description |
Robust.Shared.Audio.SoundSpecifier |
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IsInCombatMode
Declaration
public bool IsInCombatMode
Field Value
Type |
Description |
System.Boolean |
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ToggleMouseRotator
Declaration
public bool ToggleMouseRotator
Field Value
Type |
Description |
System.Boolean |
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