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* start * stage * delete trash * cleanup * comments * fix * code rabbit review * review changes review by Pupchansky
45 lines
1.9 KiB
C#
45 lines
1.9 KiB
C#
using Robust.Shared.Prototypes;
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using Robust.Shared.GameStates;
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using Content.Shared.Access.Components;
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using Content.Shared.Containers.ItemSlots;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.PDA
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{
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[RegisterComponent, NetworkedComponent]
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public sealed partial class PdaComponent : Component
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{
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public const string PdaIdSlotId = "PDA-id";
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public const string PdaPenSlotId = "PDA-pen";
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public const string PdaPaiSlotId = "PDA-pai";
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[DataField("idSlot")]
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public ItemSlot IdSlot = new();
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[DataField("penSlot")]
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public ItemSlot PenSlot = new();
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[DataField("paiSlot")]
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public ItemSlot PaiSlot = new();
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// Really this should just be using ItemSlot.StartingItem. However, seeing as we have so many different starting
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// PDA's and no nice way to inherit the other fields from the ItemSlot data definition, this makes the yaml much
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// nicer to read.
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[DataField("id", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string? IdCard;
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[ViewVariables] public EntityUid? ContainedId;
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[ViewVariables] public bool FlashlightOn;
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[ViewVariables(VVAccess.ReadWrite)] public string? OwnerName;
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// The Entity that "owns" the PDA, usually a player's character.
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// This is useful when we are doing stuff like renaming a player and want to find their PDA to change the name
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// as well.
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[ViewVariables(VVAccess.ReadWrite)] public EntityUid? PdaOwner;
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[ViewVariables] public string? StationName;
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[ViewVariables] public string? StationAlertLevel;
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[ViewVariables] public Color StationAlertColor = Color.White;
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[ViewVariables] public string? StationAlertInstructions; // WL-Changes: custom alert instructions in PDA
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[ViewVariables] public string? StationAlertName; // WL-Changes: Alert Level Rework
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}
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}
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