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* init * further work TODO: - Sprite - Fix sound playing if item(s) were removed * work work work TODO: - Sprite * clean * sprite * yeah * guh * multi item support * Update ForcedItemStatusEffectComponent.cs * review + balance i dk
24 lines
706 B
C#
24 lines
706 B
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.Item;
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/// <summary>
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/// Marker component for the items spawned by <see cref="ForcedItemStatusEffectSystem"/>.
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/// For mutual cleanup.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[AutoGenerateComponentState]
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public sealed partial class ForcedItemStatusEffectItemComponent : Component
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{
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/// <summary>
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/// The status effect that forced this item to spawn.
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/// </summary>
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[DataField, AutoNetworkedField]
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public EntityUid? StatusEffect;
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/// <summary>
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/// Whether the item should be removed when the holder is handcuffed.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool RemoveWhenCuffed;
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}
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