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* predict TradeStationComponent * hijack beacon first pass * add Objective uplink category * add HijackTradeStationCondition, objective, and uplink entry * add sprite and cleanups * fix + make cooldown sane * use TimeSpans and update logic accordingly + private state-related fields * remove temporary reward * tiny loc changes * buncha changes * Change success message, beacon physics properties, formatting --------- Co-authored-by: seanpimble <149889301+seanpimble@users.noreply.github.com> Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
11 lines
354 B
C#
11 lines
354 B
C#
using Content.Server.Objectives.Systems;
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namespace Content.Server.Objectives.Components;
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/// <summary>
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/// Objective condition that requires the player to hijack the trade station.
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/// </summary>
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[RegisterComponent, Access(typeof(HijackTradeStationConditionSystem))]
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public sealed partial class HijackTradeStationConditionComponent : Component
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{
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}
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