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* predict TradeStationComponent * hijack beacon first pass * add Objective uplink category * add HijackTradeStationCondition, objective, and uplink entry * add sprite and cleanups * fix + make cooldown sane * use TimeSpans and update logic accordingly + private state-related fields * remove temporary reward * tiny loc changes * buncha changes * Change success message, beacon physics properties, formatting --------- Co-authored-by: seanpimble <149889301+seanpimble@users.noreply.github.com> Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
17 lines
510 B
C#
17 lines
510 B
C#
using Content.Shared.HijackBeacon;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Cargo.Components;
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/// <summary>
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/// Target for approved orders to spawn at.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class TradeStationComponent : Component
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{
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/// <summary>
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/// The Trade Station's current hijack state. Modified by HijackBeaconSystem.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Hacked = false;
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}
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