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(); }
private void OnShutdown(EntityUid uid, PAIComponent component, ComponentShutdown args) { _blocker.UpdateCanMove(uid); if (component.MidiAction != null) { _actionsSystem.RemoveAction(uid, component.MidiAction); } }
private void OnStartup(EntityUid uid, PAIComponent component, ComponentStartup args) { _blocker.UpdateCanMove(uid); if (component.MidiAction != null) { _actionsSystem.AddAction(uid, component.MidiAction, null); } }
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. }
private void OnPickupAttempt(EntityUid uid, PAIComponent component, PickupAttemptEvent args) { args.Cancel(); }
private void OnInteractAttempt(EntityUid uid, PAIComponent component, InteractionAttemptEvent args) { args.Cancel(); }
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(); }