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* giant protoid cleanup * yml changes * ! --------- Co-authored-by: deltanedas <@deltanedas:goida.zip>
43 lines
1.6 KiB
C#
43 lines
1.6 KiB
C#
using Content.Shared.AlertLevel;
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using Content.Shared.Containers.ItemSlots;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.PDA
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{
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[RegisterComponent, NetworkedComponent]
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public sealed partial class PdaComponent : Component
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{
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public const string PdaIdSlotId = "PDA-id";
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public const string PdaPenSlotId = "PDA-pen";
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public const string PdaPaiSlotId = "PDA-pai";
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[DataField]
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public ItemSlot IdSlot = new();
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[DataField]
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public ItemSlot PenSlot = new();
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[DataField]
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public ItemSlot PaiSlot = new();
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// Really this should just be using ItemSlot.StartingItem. However, seeing as we have so many different starting
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// PDA's and no nice way to inherit the other fields from the ItemSlot data definition, this makes the yaml much
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// nicer to read.
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[DataField("id")]
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public EntProtoId? IdCard;
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// TODO: Fix persistence
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[ViewVariables] public EntityUid? ContainedId;
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[ViewVariables] public bool FlashlightOn;
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[ViewVariables(VVAccess.ReadWrite)] public string? OwnerName;
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// The Entity that "owns" the PDA, usually a player's character.
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// This is useful when we are doing stuff like renaming a player and want to find their PDA to change the name
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// as well.
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[ViewVariables(VVAccess.ReadWrite)] public EntityUid? PdaOwner;
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[ViewVariables] public string? StationName;
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[ViewVariables]
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public ProtoId<AlertLevelPrototype>? StationAlertLevel;
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[ViewVariables] public Color StationAlertColor = Color.White;
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}
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}
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