* mech system, fix hands, fix fraction * fix * fix fake hypo * fix triple airlocks big sizing * fix * upd clown hulk * xd fix 2 * bigger exit delay * mechs reflect changes * guns changes * draike up * mechs in another category * add equipment * Revert "upd clown hulk" This reverts commit b8084967040be5d442b2d4770cf7fdece1daa2a8. * SPIN MY MECH ASS * mech no rot * some resprite * no injections in hardsuits * some species can not be injectable * medipans can ignore armor, admeme hypospray ignore armor * fix * fix admeme hypo * mob fraction fix * rover + nt gygax add * fix description * fix id * some better dome effects * если пустая гильза в стволе -> Кнопки "казнь" не будет * phazon added * fix server crashes * full rework mechs on mobstates, coils fix mechs, diagnostic hud show health bar for mechs, mechs fastest repair, add mech analyzer * some fixes * configure health of all mechs * upd * add rover to uplink * translate bundle * change price * phazon construction * fix * fix * Finish phazon construction * add phazon research and recipes * phazon construction translate * fix * Mech lights * fix * translate light action * Mech sounds, fix damage * fix * fix hello sound * upd * fix linter * change damagePercentage * fix * fix hello sound * temp disable damage sounds * fix battery needed on construct * some changes * add mech painting system as DEBUG(in dev) * Fix yaml, durand paintings * mech spray cans textures * change sprite * fix * ripley, clarke new textures * ripley,clarke paints * fix * sec pod texture --------- Co-authored-by: Vigers Ray <60344369+VigersRay@users.noreply.github.com>
53 lines
1.3 KiB
C#
53 lines
1.3 KiB
C#
using Content.Shared.Chemistry.Reagent;
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using Content.Shared.FixedPoint;
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using Content.Shared.Whitelist;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Shared._Sunrise.Paint;
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/// <summary>
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/// Entity when used on another entity will paint target entity.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(SharedMechPaintSystem))]
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public sealed partial class MechPaintComponent : Component
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{
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/// <summary>
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/// Noise made when paint applied.
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/// </summary>
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[DataField]
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public SoundSpecifier Spray = new SoundPathSpecifier("/Audio/Effects/spray2.ogg");
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/// <summary>
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/// This paint was used?
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/// </summary>
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[DataField]
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public bool Used = false;
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/// <summary>
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/// How long the doafter will take.
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/// </summary>
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[DataField]
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public int Delay = 2;
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/// <summary>
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/// What mech are paint?
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public EntityWhitelist? Whitelist;
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/// <summary>
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/// Paint states
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/// </summary>
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#region Visualizer States
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[DataField]
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public string BaseState;
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[DataField]
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public string OpenState;
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[DataField]
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public string BrokenState;
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#endregion
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}
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