using Content.Client.Hands.Systems;
+using Content.Client.NPC.HTN;
using Content.Shared.CCVar;
using Content.Shared.CombatMode;
using Robust.Client.Graphics;
UpdateHud(entity);
}
+ protected override bool IsNpc(EntityUid uid)
+ {
+ return HasComp<HTNComponent>(uid);
+ }
+
private void UpdateHud(EntityUid entity)
{
if (entity != _playerManager.LocalPlayer?.ControlledEntity || !Timing.IsFirstTimePredicted)
+using Content.Server.NPC.HTN;
using Content.Shared.CombatMode;
namespace Content.Server.CombatMode;
public sealed class CombatModeSystem : SharedCombatModeSystem
{
+ protected override bool IsNpc(EntityUid uid)
+ {
+ return HasComp<HTNComponent>(uid);
+ }
}
_actionsSystem.SetToggled(component.CombatToggleActionEntity, component.IsInCombatMode);
// Change mouse rotator comps if flag is set
- if (!component.ToggleMouseRotator)
+ if (!component.ToggleMouseRotator || IsNpc(entity))
return;
SetMouseRotatorComponents(entity, value);
RemComp<NoRotateOnMoveComponent>(uid);
}
}
+
+ // todo: When we stop making fucking garbage abstract shared components, remove this shit too.
+ protected abstract bool IsNpc(EntityUid uid);
}
-public sealed partial class ToggleCombatActionEvent : InstantActionEvent { }
+public sealed partial class ToggleCombatActionEvent : InstantActionEvent
+{
+
+}