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https://github.com/space-syndicate/space-station-14.git
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* better * VendingMachineComponent upd * move components * small fix * move some fields to VendingMachineEjectComponent * move some fields to VendingMachineVisualsComponent * fix * move some fields to VendingMachineDispenseOnHitComponent * move NextEmpEject to VendingMachineEjectComponent * upd * split shared system to eject * no more dummies for name * fix contraband inventory * small fix * and again * move VendingMachineDispenseOnHitComponent to server * upd dispense * upd * move visuals to client * fix * move canshoot to server * fix client * fix * upd * fix merge * fix * upd1 * afterhandlestate * upd * more docs and protoid * upd visuals * upd components * reorganize * Entity<> * revert AfterAutoHandleState
58 lines
2.1 KiB
C#
58 lines
2.1 KiB
C#
using Content.Shared.VendingMachines.Components;
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namespace Content.Client.VendingMachines.Components;
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[RegisterComponent]
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public sealed partial class VendingMachineVisualsComponent : Component
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{
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/// <summary>
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/// RSI state for when the vending machine is unpowered.
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/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.Base"/>.
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/// </summary>
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[DataField]
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public string? OffState;
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/// <summary>
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/// RSI state for the screen of the vending machine.
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/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.Screen"/>.
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/// </summary>
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[DataField]
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public string? ScreenState;
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/// <summary>
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/// RSI state for the vending machine's normal state. Usually a looping animation.
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/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.BaseUnshaded"/>.
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/// </summary>
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[DataField]
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public string? NormalState;
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/// <summary>
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/// RSI state for the vending machine's eject animation.
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/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.BaseUnshaded"/>.
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/// </summary>
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[DataField]
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public string? EjectState;
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/// <summary>
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/// RSI state for the vending machine's deny animation. Will either be played once as sprite flick
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/// or looped depending on how <see cref="LoopDenyAnimation"/> is set.
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/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.BaseUnshaded"/>.
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/// </summary>
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[DataField]
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public string? DenyState;
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/// <summary>
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/// RSI state for when the vending machine is broken.
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/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.Base"/>.
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/// </summary>
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[DataField]
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public string? BrokenState;
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/// <summary>
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/// If set to <c>true</c> (default) will loop the animation of the <see cref="DenyState"/> for the duration
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/// of <see cref="VendingMachineEjectComponent.DenyDelay"/>. If set to <c>false</c> will play a sprite
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/// flick animation for the state and then linger on the final frame until the end of the delay.
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/// </summary>
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[DataField]
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public bool LoopDenyAnimation = true;
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}
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