* 1 * фикс шаттла утилей * фиксы * FTL иплакт. Задержка на отсегивание других * Mechlocker construction fix (#2703) * Фикс корпАрации на корпОрацию (#2701) * ебучие артефакты (#2698) * улучшения эффектов волос (#2699) * Крафт петарды (#2696) * фикс крафта петард (#2704) * 2 * упс * Игроки теперь ничего не видят, будучи в трубе (#2712) * Energy shield sprite fix (#2711) * Новые декали и диван (#2707) * Сортировка иконок состояний по алфавиту (#2706) * Automatic changelog update * Снова абдукторы (#2705) * Automatic changelog update * да блядь * увы --------- Co-authored-by: Vigers Ray <vigersray@gmail.com> Co-authored-by: Hero010h <163765999+Hero010h@users.noreply.github.com> Co-authored-by: Ligyb <65973111+Lgibb18@users.noreply.github.com> Co-authored-by: temm1ie <63717386+temm1ie@users.noreply.github.com> Co-authored-by: ThereDrD <88589686+ThereDrD0@users.noreply.github.com> Co-authored-by: DeasTrouGht <154323704+DeasTrouGht@users.noreply.github.com> Co-authored-by: Inowe <107273594+InoweD@users.noreply.github.com> Co-authored-by: Sunrise-Bot <sunrise.project.top@gmail.com> Co-authored-by: iertis <kanopus952@gmail.com>
71 lines
2 KiB
C#
71 lines
2 KiB
C#
using Content.Shared.Teleportation.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Teleportation.Components;
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// TODO: In the future assimilate ghost UI to use this.
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/// <summary>
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/// Used where you want an entity to display a list of player-safe teleport locations
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/// They teleport to the location clicked
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/// Looks for non Ghost-Only WarpPointComponents
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedTeleportLocationsSystem)), AutoGenerateComponentState]
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public sealed partial class TeleportLocationsComponent : Component
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{
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/// <summary>
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/// List of available warp points
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/// </summary>
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[DataField, AutoNetworkedField]
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public HashSet<TeleportPoint> AvailableWarps = new();
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/// <summary>
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/// What should spawn as an effect when the user teleports?
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/// </summary>
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[DataField]
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public EntProtoId? TeleportEffect;
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/// <summary>
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/// Should this close the BUI after teleport?
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/// </summary>
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[DataField]
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public bool CloseAfterTeleport;
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/// <summary>
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/// Name of the Teleport Location menu
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/// </summary>
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[DataField]
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public LocId Name;
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/// <summary>
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/// Should the user have some speech if they teleport?
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/// If enabled it will be prepended to the location name.
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/// So something like "I am going to" would become "I am going to (Bridge)"
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/// </summary>
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[DataField]
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public LocId? Speech;
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// Sunrise-start
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[DataField]
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public bool DeleteAfterUse;
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// Sunrise-end
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}
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/// <summary>
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/// A teleport point, which has a location (the destination) and the entity that it represents.
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/// </summary>
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[Serializable, NetSerializable, DataDefinition]
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public partial record struct TeleportPoint
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{
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[DataField]
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public string Location;
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[DataField]
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public NetEntity TelePoint;
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public TeleportPoint(string Location, NetEntity TelePoint)
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{
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this.Location = Location;
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this.TelePoint = TelePoint;
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}
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}
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