CatStation/Content.Client/VendingMachines/VendingMachineVisuals.cs
AndrewFenriz e934829cb3
VendingMachine refactor (systems. UI, components) (#44896)
* 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
2026-08-01 15:44:49 +00:00

28 lines
534 B
C#

namespace Content.Client.VendingMachines;
public enum VendingMachineVisualState : byte
{
Normal,
Off,
Broken,
Eject,
Deny
}
public enum VendingMachineVisualLayers : byte
{
/// <summary>
/// Off / Broken. The other layers will overlay this if the machine is on.
/// </summary>
Base,
/// <summary>
/// Normal / Deny / Eject
/// </summary>
BaseUnshaded,
/// <summary>
/// Screens that are persistent (where the machine is not off or broken)
/// </summary>
Screen
}