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* boom TODO: - actual organs * silly! silly! silly! silly! * consentual murder * cleaning * how woke * fuck everything * remove organ replacement, do metabolizer instead * oops * thank you, comment i left for myself! * no ammonia immunity * whitespace * Handle a few small things myself Signed-off-by: Connor Huffine <chuffine@gmail.com> * some requested changes * Remove TryGib and Friends Signed-off-by: Connor Huffine <chuffine@gmail.com> * Make changelings indestructible Signed-off-by: Connor Huffine <chuffine@gmail.com> * Recycler Signed-off-by: Connor Huffine <chuffine@gmail.com> * Fix recycler * Add comments * Opps! * Remove metabolizer * Opps metabolizer system and remove systems! * Forgot to add them... * typo Co-authored-by: SnappingOpossum <snappingopossum@outlook.com> * Renamed component, fix various systems * stuff --------- Signed-off-by: Connor Huffine <chuffine@gmail.com> Co-authored-by: Connor Huffine <chuffine@gmail.com> Co-authored-by: beck-thompson <beck314159@hotmail.com> Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
18 lines
620 B
C#
18 lines
620 B
C#
using Content.Shared.Changeling.Systems;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Changeling.Components;
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/// <summary>
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/// Entities with this component resist being destructed (E.g gibbed, exploded etc...)
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(DestructionResistanceSystem))]
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public sealed partial class DestructionResistanceComponent : Component
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{
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/// <summary>
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/// If false, the component deactivates and the entity can now be destroyed again.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Enabled = true;
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}
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