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* Part one of Vehicles * Also we need this * Part 1 * Part 1.1 * And we need this * Part 2 * Part 2.1 * We REALLY need this * Little fix * Just fixes * fixes (i'm tired) * fix * Apply suggestions from code review Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com> * update * fixed * just for cleaner diff * just in case * I think this might be cleaner * fix * upd * Update Content.Shared/Vehicle/VehicleSystem.cs Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com> * fix vehicle key and unstrap checks * fix OnBuckleUpdateCanMove * fixes * clear vehicle operator relays * small fix * fix1 * fix2 * upd * fix? * fix?? --------- Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
30 lines
1,012 B
C#
30 lines
1,012 B
C#
using Content.Shared.Whitelist;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Vehicle.Components;
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/// <summary>
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/// This is used for a vehicle which can only be operated when a specific key matching a whitelist is inserted.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(VehicleSystem))]
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public sealed partial class GenericKeyedVehicleComponent : Component
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{
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/// <summary>
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/// The ID corresponding to the container where the "key" must be inserted.
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/// </summary>
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[DataField(required: true)]
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public string ContainerId;
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/// <summary>
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/// A whitelist determining what qualifies as a valid key for this vehicle.
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/// </summary>
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[DataField(required: true)]
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public EntityWhitelist KeyWhitelist = new();
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/// <summary>
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/// If true, prevents keys which do not pass the <see cref="KeyWhitelist"/> from being inserted into <see cref="ContainerId"/>
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/// </summary>
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[DataField]
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public bool PreventInvalidInsertion = true;
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}
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