Example #1
0
 private void OnChangeDirectionAttempt(EntityUid uid, PAIComponent component, ChangeDirectionAttemptEvent args)
 {
     // PAIs can't rotate, but decapitated heads and sentient crowbars can, life isn't fair. Seriously though, why
     // tf does this have to be actively blocked, surely this should just not be blanket enabled for any player
     // controlled entity. Same goes for moving really.
     args.Cancel();
 }
Example #2
0
 private void OnShutdown(EntityUid uid, PAIComponent component, ComponentShutdown args)
 {
     _blocker.UpdateCanMove(uid);
     if (component.MidiAction != null)
     {
         _actionsSystem.RemoveAction(uid, component.MidiAction);
     }
 }
Example #3
0
 private void OnStartup(EntityUid uid, PAIComponent component, ComponentStartup args)
 {
     _blocker.UpdateCanMove(uid);
     if (component.MidiAction != null)
     {
         _actionsSystem.AddAction(uid, component.MidiAction, null);
     }
 }
Example #4
0
        private void OnMoveAttempt(EntityUid uid, PAIComponent component, UpdateCanMoveEvent args)
        {
            if (component.LifeStage > ComponentLifeStage.Running)
            {
                return;
            }

            args.Cancel(); // no more scurrying around on lil robot legs.
        }
Example #5
0
 private void OnPickupAttempt(EntityUid uid, PAIComponent component, PickupAttemptEvent args)
 {
     args.Cancel();
 }
Example #6
0
 private void OnInteractAttempt(EntityUid uid, PAIComponent component, InteractionAttemptEvent args)
 {
     args.Cancel();
 }
Example #7
0
 private void OnMoveAttempt(EntityUid uid, PAIComponent component, MovementAttemptEvent args)
 {
     args.Cancel(); // no more scurrying around on lil robot legs.
 }
 private void OnAttackAttempt(EntityUid uid, PAIComponent component, AttackAttemptEvent args)
 {
     args.Cancel();
 }