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* initial commit LICENSES / COPYRIGHT ARE NOT FINALIZED. * test push per ArtisticRoomba * more progress * nearly done * push * more progress * second big wave LICENSING REMAINS INCOMPLETE * more progress + attributions * astrotile consistency * walls attribution pass! * marble walls, concrete tweaks, attribution fixes * linter fixes, provisional borders for marble walls * test fixes * why is PlatingDamaged load-bearing??? * fixed attribution that flew under the radar, updates to Damaged Plating & Damaged Steel tiles. * requested changes * airlock visualizer tweak --------- Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com> Co-authored-by: Whatstone <whatston3@gmail.com>
48 lines
1.4 KiB
C#
48 lines
1.4 KiB
C#
using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.DeviceLinking.Components;
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/// <summary>
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/// Simple switch that will fire ports when toggled on or off. A button is jsut a switch that signals on the
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/// same port regardless of its state.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class SignalSwitchComponent : Component
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{
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/// <summary>
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/// The port that gets signaled when the switch turns on.
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/// </summary>
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[DataField]
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public ProtoId<SourcePortPrototype> OnPort = "On";
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/// <summary>
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/// The port that gets signaled when the switch turns off.
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/// </summary>
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[DataField]
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public ProtoId<SourcePortPrototype> OffPort = "Off";
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/// <summary>
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/// The port that gets signaled with the switch's current status.
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/// This is only used if OnPort is different from OffPort, not in the case of a toggle switch.
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/// </summary>
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[DataField]
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public ProtoId<SourcePortPrototype> StatusPort = "Status";
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[DataField]
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public bool State;
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[DataField]
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public SoundSpecifier ClickSound = new SoundPathSpecifier("/Audio/Machines/lightswitch.ogg");
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}
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/// <summary>
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/// Enum for the appearance system.
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/// </summary>
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[Serializable, NetSerializable]
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public enum SwitchVisuals
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{
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Visuals,
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}
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