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* Travel camera * Adds TravelCamera as rare maintenance loot * Prevent Travel Camera from converting people to Revolution * Removed AoE for travel_camera * Adds Travel Camera to Uplink * Camera sprites * camera working on modern code * camera melee only * every error fixed + camera sfx * PoC photography * textures * charges, description order, fixed typo * support for colors * typos plus different photograph colors * more typos * final typos? * oh god i dont know how to write so many typos * fix lint warnings * Update Resources/Audio/Misc/attributions.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Textures/Objects/Misc/photograph.rsi/meta.json Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Server/Photography/PhotographComponent.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Server/Photography/PhotographComponent.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Server/Photography/PhotographComponent.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * follow convention: bases shouldn't have any sprites * uses identity.entity system * Picture taker component comments. * Update Resources/Prototypes/Entities/Objects/Devices/travel_camera.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Devices/travel_camera.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * spaces inserted * 4-spaced indentation * 4-space indent * uses SharedChargesSystem * canconvert component instead of convertitem tag * removed mention of tags from head rev component * component no longer has a constructor * use tables + do the things on shared * fix abstract-ness warning * formatting + comments * cleanup and improvements * oops * fix warnings * 1 tc / disruption + recursion (also i'm pretty sure it can spawn in maints now) * proper recursion checking (i think!) * Added a dot for coherence. * minor cleanup * brought back the melee * fixed description * More accurate, albeit less funny camera description. * deduplicate code with flash system --------- Co-authored-by: SlamBamActionman <slambamactionman@gmail.com> Co-authored-by: nomdéraisonnablementlong <you@example.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
27 lines
1.1 KiB
C#
27 lines
1.1 KiB
C#
using Content.Shared.Inventory;
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namespace Content.Shared.Flash;
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/// <summary>
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/// Called before a flash is used to check if the attempt is cancelled by blindness, items or FlashImmunityComponent.
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/// Raised on the target hit by the flash and their inventory items.
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/// </summary>
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[ByRefEvent]
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public record struct FlashAttemptEvent(EntityUid Target, EntityUid? User, EntityUid? Used, bool Cancelled = false) : IInventoryRelayEvent
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{
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SlotFlags IInventoryRelayEvent.TargetSlots => SlotFlags.HEAD | SlotFlags.EYES | SlotFlags.MASK;
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}
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/// <summary>
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/// Called when a player is successfully flashed, once for each flashed player.
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/// Raised on the target hit by the flash, the user of the flash and the flash used.
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/// The Melee parameter is used to check for rev conversion.
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/// </summary>
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[ByRefEvent]
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public record struct AfterFlashedEvent(EntityUid Target, EntityUid? User, EntityUid? Used, bool Melee);
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/// <summary>
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/// Raised once on the flash entity when it was used, regardless of the flashed status being applied or not.
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/// </summary>
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[ByRefEvent]
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public record struct AfterFlashActivatedEvent(EntityUid? Target, EntityUid? User);
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