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* 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>
18 lines
560 B
C#
18 lines
560 B
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.Emoting;
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/// <summary>
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/// Enables emoting of an entity.
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/// <seealso cref="EmoteAttemptEvent"/>
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class EmotingComponent : Component
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{
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/// <summary>
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/// Emotes attempts are cancelled if not true.
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/// </summary>
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[DataField, AutoNetworkedField]
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[Access(typeof(EmoteSystem), Friend = AccessPermissions.ReadWrite, Other = AccessPermissions.Read)]
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public bool Enabled = true;
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}
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