Show / Hide Table of Contents

Namespace Content.Shared.Movement.Components

Classes

ActiveJetpackComponent

Added to an enabled jetpack. Tracks gas usage on server / effect spawning on client.

AutoOrientComponent

Automatically rotates eye upon grid traversals.

CanMoveInAirComponent

On mobs that are allowed to move while their body status is Robust.Shared.Physics.Components.BodyStatus.InAir

ContentEyeComponent

Holds SS14 eye data not relevant for engine, e.g. lerp targets.

FloorOccluderComponent

Applies floor occlusion to any FloorOcclusionComponent that intersect us.

FloorOcclusionComponent

Applies an occlusion shader to this entity if it's colliding with a FloorOccluderComponent

FootstepModifierComponent

Changes footstep sound

GravityExtensions

IgnoreKudzuComponent

Special component to allow an entity to navigate kudzu without slowdown.

InputMoverComponent

JetpackComponent

JetpackUserComponent

Added to someone using a jetpack for movement purposes

MobMoverComponent

Has additional movement data such as footsteps and weightless grab range for an entity.

MovementAlwaysTouchingComponent

Is this entity always considered to be touching a wall? i.e. when weightless they're floaty but still have free movement.

MovementBodyPartComponent

MovementIgnoreGravityComponent

Ignores gravity entirely.

MovementIgnoreGravityComponentState

MovementRelayTargetComponent

MovementSpeedModifierComponent

Applies basic movement speed and movement modifiers for an entity. If this is not present on the entity then they will use defaults for movement.

NoRotateOnMoveComponent

This is used for entities which shouldn't have their local rotation set when moving, e.g. those using Content.Shared.MouseRotator instead

RelayInputMoverComponent

Raises the engine movement inputs for a particular entity onto the designated entity

SlowContactsComponent

SlowedByContactComponent

Exists just to listen to a single event. What a life.

☀
☾
In This Article
Back to top
Generated by DocFX
☀
☾