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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
Namespace: Content.Shared.CombatMode
Assembly: Content.Shared.dll
Syntax
public sealed class CombatModeComponent : Component

Fields

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ActiveZone

Declaration
public TargetingZone ActiveZone
Field Value
Type Description
TargetingZone
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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
public bool? CanDisarm
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

Will add MouseRotatorComponent and NoRotateOnMoveComponent to entities with this flag enabled that enter combat mode, and vice versa for removal.

Declaration
public bool ToggleMouseRotator
Field Value
Type Description
System.Boolean
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