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https://github.com/space-syndicate/space-station-14.git
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* SpookyExtinguish, oooooo * comments, intensity * Use allowedIntensity in GhostSystem * commento-stuffed * GhostComponent: return to BooCount for sanity * unindento * fix ghost component, dependency order (holy shit) * More cleanup than feature at this point * Add partial to PoweredLightSystem * event field order, ghost system comments * Separate spooky, consistency w.r.t. DoGhostEvent * BooActionEvent handler to GhostSystem.Boo, fix ext * featuring kenny blankenship and vic romano * fix maximum value * Fix BooIntensity comment * remove whitespace * comments, RevenantSystem: set handled * "for a typical ghost" * Address PR suggestions * Use Handled, SpookyLight: BooIntensity->Intensity * Use Handled in BooActionEvent handler, update name * remove query * address beck-thompson's requested changes + Handled * ResponseIntensity setter, private Handled setter * Check Handled, not !Handled * there is a third * the hell was this using placement * Obsolete Extinguish, Try with Entity<T> * why wasn't this using TimeOffsetSerializer --------- Co-authored-by: iaada <iaada@users.noreply.github.com>
88 lines
2.9 KiB
C#
88 lines
2.9 KiB
C#
using Content.Shared.DeviceLinking;
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using Content.Shared.Light.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Light.Components
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{
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/// <summary>
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/// Component that represents a wall light. It has a light bulb that can be replaced when broken.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause, Access(typeof(SharedPoweredLightSystem))]
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public sealed partial class PoweredLightComponent : Component
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{
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/*
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* Stop adding more fields, use components or I will shed you.
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*/
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[DataField]
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public SoundSpecifier BurnHandSound = new SoundPathSpecifier("/Audio/Effects/lightburn.ogg");
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[DataField]
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public SoundSpecifier TurnOnSound = new SoundPathSpecifier("/Audio/Machines/light_tube_on.ogg");
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// Should be using containerfill?
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[DataField]
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public EntProtoId? HasLampOnSpawn = null;
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[DataField("bulb")]
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public LightBulbType BulbType;
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[DataField, AutoNetworkedField]
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public bool On = true;
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[ViewVariables]
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public ContainerSlot LightBulbContainer = default!;
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[AutoNetworkedField]
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public bool CurrentLit;
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[DataField, AutoNetworkedField, AutoPausedField]
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public TimeSpan LastThunk;
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[DataField]
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public ProtoId<SinkPortPrototype> OnPort = "On";
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[DataField]
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public ProtoId<SinkPortPrototype> OffPort = "Off";
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[DataField]
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public ProtoId<SinkPortPrototype> TogglePort = "Toggle";
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/// <summary>
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/// How long it takes to eject a bulb from this
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/// </summary>
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[DataField]
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public float EjectBulbDelay = 2;
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/// <summary>
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/// Shock damage done to a mob that hits the light with an unarmed attack
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/// </summary>
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[DataField]
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public int UnarmedHitShock = 20;
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/// <summary>
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/// Stun duration applied to a mob that hits the light with an unarmed attack
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/// </summary>
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[DataField]
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public TimeSpan UnarmedHitStun = TimeSpan.FromSeconds(5);
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}
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/// <summary>
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/// Makes an entity with <see cref="PoweredLightComponent"/> toggle itself on and off.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
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public sealed partial class BlinkingPoweredLightComponent : Component
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{
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/// <summary>
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/// The time at which this component will remove itself, stopping the blinking.
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/// If null then this light will keep blinking forever.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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[AutoNetworkedField, AutoPausedField]
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public TimeSpan? StopBlinkingTime;
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}
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}
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