* zap icon
* recipe todo
* add module
* add action image
* add electrified sprite to engi xenoborg
* add one pixel
* anti fun change
* remove useless action
* remove texture
* add shock delay
* check is done in the right place now
* pause stuff
* use custom serializer
* make shock only 3 seconds
* change values
* microbalance commit
* move down
* captalization
* Fix electrified objects not shocking on world activation
* add ordering for event subscription
* Something definitely went wrong
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* documentation pass on content.server -> E!
* APi pass on content.server for the E folder.
* documentation pass on content.shared for e.
* Apply suggestions from code review
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
* fixing documentation according to review part 1.
* typo
* Very minor fixes
* And a short explanation about EUI
---------
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* Boom! Emergency access!
* Emergency access sound
* locale
* Updated sounds
* bleh
* Door electrify base
* feat: popups on attempt to activate AI action when wires cut
* refactor: use SharedApcPowerReceiverComponent to check if AI can interact with door
* refactor: added icon and sound for door overcharge
* meta.json should use tabs not spaces
* refactor: extracted sounds for airlock overcharge to static field in system
* refactor: cleanup, ScarKy0 mentions for resources
* refactor: removed unused textures
* feat: now notification is displayed when AI attempting to interact with door which have wire cut
* StationAiWhitelistComponent is properly gating BUI OnMessageAttempt, SharedPowerReceiverSystem.IsPowered is now used to check if device powered
* refactor: use PlayLocal to play electrify sound only for AI player
* refactor: SetBoltsDown now uses TrySetBoltDown, checks for power.
* bolts now check for power using SharedPowerReceiverSystem
* electrify localization and louder electrify sounds
* extracted ShowDeviceNotRespondingPopup, reverted airlocks not opening/closing when ai wire was cut
* refactor: cleanup
* New sprites and fixes
* Copyright
* even more sprite changes
* refactore: cleanup, rename overcharge => electrify
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2024-09-27 17:22:17 +10:00
Renamed from Content.Server/Electrocution/Components/ElectrifiedComponent.cs (Browse further)