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* Add FixturesChangeComponent Adds / removes fixtures. Useful when used in conjunction with EntProtoId to dynamically add / remove fixtures. * Move to system * Fix allcomps test
18 lines
597 B
C#
18 lines
597 B
C#
using System.Collections.Generic;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Robust.Shared.Physics.Components;
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/// <summary>
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/// Adds / removes fixtures on startup / shutdown without modifying the other fixtures on the entity.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class FixturesChangeComponent : Component
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{
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[DataField, AutoNetworkedField]
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public Dictionary<string, Fixture> Fixtures = new();
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}
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