# Conflicts: # Content.Client/Administration/UI/Tabs/ObjectsTab/ObjectsTab.xaml.cs # Content.Client/Administration/UI/Tabs/ObjectsTab/ObjectsTabEntry.xaml # Content.Client/Administration/UI/Tabs/ObjectsTab/ObjectsTabEntry.xaml.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Clothing/Components/GloveHeatResistanceComponent.cs # Content.Server/Light/EntitySystems/PoweredLightSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Medical/SuitSensors/SuitSensorComponent.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/StationEvents/Events/StationEventSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Interaction/SharedInteractionSystem.cs # Resources/Prototypes/AlertLevels/alert_levels.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/misc.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/engivend.yml # Resources/Prototypes/Datasets/Names/fortunes.yml # Resources/Prototypes/Datasets/ion_storm.yml # Resources/Prototypes/Entities/Clothing/Neck/mantles.yml # Resources/Prototypes/Entities/Clothing/Uniforms/jumpsuits.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/maintenance.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/handheld_crew_monitor.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/GameRules/events.yml # Resources/Prototypes/Loadouts/Jobs/Science/research_director.yml # Resources/Prototypes/Recipes/Lathes/clothing.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/secret_weights.yml # Resources/ServerInfo/Guidebook/Engineering/Singularity.xml # Resources/Textures/Clothing/Head/Helmets/security.rsi/equipped-HELMET-vox.png # Resources/Textures/Clothing/Head/Helmets/security.rsi/equipped-HELMET.png # Resources/Textures/Clothing/Head/Helmets/security.rsi/icon.png # Resources/Textures/Clothing/Head/Helmets/security.rsi/inhand-left.png # Resources/Textures/Clothing/Head/Helmets/security.rsi/inhand-right.png # Resources/Textures/Clothing/Head/Helmets/security.rsi/meta.json # Resources/Textures/Clothing/Mask/ert.rsi/meta.json # Resources/Textures/Clothing/Mask/joy.rsi/meta.json # Resources/Textures/Clothing/Mask/squadron.rsi/meta.json # Resources/Textures/Clothing/Neck/Cloaks/cmo.rsi/equipped-NECK.png # Resources/Textures/Clothing/Neck/Cloaks/cmo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/icon.png # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/inhand-left.png # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/inhand-right.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/hos_alt.rsi/equipped-INNERCLOTHING.png # Resources/Textures/Objects/Specific/Hydroponics/aloe.rsi/produce.png # Resources/Textures/Objects/Specific/Hydroponics/apple.rsi/produce.png # Resources/Textures/Objects/Specific/Hydroponics/cannabis.rsi/produce.png # Resources/Textures/Objects/Tools/crowbar.rsi/meta.json # Resources/Textures/Objects/Tools/crowbar.rsi/red-icon.png # Resources/Textures/Objects/Tools/crowbar.rsi/red-storage.png # Resources/Textures/Structures/Wallmounts/Lighting/light_tube.rsi/base.png # Resources/Textures/Structures/Wallmounts/Lighting/light_tube.rsi/broken.png # Resources/Textures/Structures/Wallmounts/Lighting/light_tube.rsi/burned.png # Resources/Textures/Structures/Wallmounts/Lighting/light_tube.rsi/empty.png # Resources/Textures/Structures/Wallmounts/Lighting/light_tube.rsi/glow.png # Resources/Textures/Structures/Wallmounts/Lighting/light_tube.rsi/meta.json # Resources/migration.yml
63 lines
1.8 KiB
C#
63 lines
1.8 KiB
C#
using Content.Shared.Access.Systems;
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using Content.Shared.PDA;
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using Content.Shared.Roles;
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using Content.Shared.StatusIcon;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Access.Components;
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[RegisterComponent, NetworkedComponent]
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[AutoGenerateComponentState]
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[Access(typeof(SharedIdCardSystem), typeof(SharedPdaSystem), typeof(SharedAgentIdCardSystem), Other = AccessPermissions.ReadWrite)]
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public sealed partial class IdCardComponent : Component
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{
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[DataField]
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[AutoNetworkedField]
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// FIXME Friends
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public string? FullName;
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[DataField]
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[AutoNetworkedField]
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[Access(typeof(SharedIdCardSystem), typeof(SharedPdaSystem), typeof(SharedAgentIdCardSystem), Other = AccessPermissions.ReadWrite)]
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public string? JobTitle;
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/// <summary>
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/// The state of the job icon rsi.
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/// </summary>
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[DataField]
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[AutoNetworkedField]
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public ProtoId<JobIconPrototype> JobIcon = "JobIconUnknown";
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/// <summary>
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/// The proto IDs of the departments associated with the job
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/// </summary>
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[DataField]
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[AutoNetworkedField]
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public List<ProtoId<DepartmentPrototype>> JobDepartments = new();
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// Sunrise-Start
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[DataField("jobColor")]
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[AutoNetworkedField]
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public string? JobColor;
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[DataField("radioBold")]
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[AutoNetworkedField]
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public bool? RadioBold;
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// Sunrise-End
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/// <summary>
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/// Determines if accesses from this card should be logged by <see cref="AccessReaderComponent"/>
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/// </summary>
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[DataField]
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public bool BypassLogging;
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[DataField]
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public LocId NameLocId = "access-id-card-component-owner-name-job-title-text";
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[DataField]
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public LocId FullNameLocId = "access-id-card-component-owner-full-name-job-title-text";
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[DataField]
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public bool CanMicrowave = true;
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}
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