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https://github.com/space-syndicate/space-station-14.git
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* wip * fix merge conflict messup * testing changes * make command be able to target specific map, make system work on preinit maps * so long. also, firelocks * fix rotation logic * do not align * better temp feedback * onmapinit cvar, anchoredalign datafield * some firelock stuff * track unanchored AlignTo entities, with lower weight * finish aligncommand * comment update * system cleanup * wip * firelock final * Resources/Prototypes/ plastic flaps * review fixes * changes to logging and feedback loc * add dry run parameter to command * don't spam AllEntityQuery on calls that can happing midround * redundant aligncommand dependencies * rewrite a bunch of jank in the system * network the comps * change aligner type to bitmask for performance. Rename some files and names to be easier to comprehend and use * detailed logs only when called via command * shuttle windows did not follow the flock * fix bitmask check issue * more flag shenanigans were found * another non-inheriting base prototype. Not ideal. * remove redundant component definition * XML summary updates * Add todo --------- Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
32 lines
1.1 KiB
C#
32 lines
1.1 KiB
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.Mapping;
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/// <summary>
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/// This entity can be aligned by <see cref="SharedStructureAlignerSystem"/>.
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/// When being Aligned, it will look for adjacent <see cref="StructureAlignerPylonComponent"/>s with the matching type.
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/// </summary>
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[RegisterComponent]
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[NetworkedComponent]
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[AutoGenerateComponentState]
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public sealed partial class StructureAlignerComponent : Component
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{
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/// <summary>
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/// The type that this entity will align to.
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/// </summary>
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/// <remarks>
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/// When aligning, the types in this enum must all be present in <see cref="StructureAlignerPylonComponent.AlignerPylonTypes"/>.
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/// It is recommended that you only set a single type here.
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/// </remarks>
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[DataField, AutoNetworkedField]
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public StructureAlignerType AlignerType = StructureAlignerType.Door;
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/// <summary>
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/// Align the entity when it gets anchored by a player.
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/// </summary>
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/// <remarks>
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/// Anchoring without the input of a player (such as when spawning an anchored object) does not count.
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/// </remarks>
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[DataField, AutoNetworkedField]
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public bool AnchorAlign;
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}
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