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* spectra * documentation * added into liquid anomaly * Update TemporaryStealthComponent.cs * Update TemporaryStealthComponent.cs * integrated * new system * mark old status effect system as obsolete * ForcedSleeping new status effect * work with reagents * networking??? * Revert "integrated" This reverts commitbca02b82ba. * Revert "Update TemporaryStealthComponent.cs" This reverts commit4a5be8c4b7. * Revert "Update TemporaryStealthComponent.cs" This reverts commita4875bcb41. * Revert "added into liquid anomaly" This reverts commitdf5086b14b. * Revert "documentation" This reverts commit3629b94667. * Revert "spectra" This reverts commit2d03d88c16. * drowsiness status effect remove * reagents work * polish, remove test changes * first Fildrance review part * Update misc.yml * more fildrance review * final part * fix trailing spaces * sleeping status effect * drowsiness status effect * Create ModifyStatusEffect.cs * some tweak * Yay!!! Manual networking * minor nitpick * oopsie * refactor: xml-docs, notnullwhen attributes, whitespaces * fildrance and emo review * refactor: simplify check in SharedStatusEffectsSystem by using pattern matching, TryEffectsWithComp now returns set of Entity<T, StatusEffectComponent> --------- Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
48 lines
1.7 KiB
C#
48 lines
1.7 KiB
C#
using Content.Shared.Alert;
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using Content.Shared.Whitelist;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.StatusEffectNew.Components;
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/// <summary>
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/// Marker component for all status effects - every status effect entity should have it.
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/// Provides a link between the effect and the affected entity, and some data common to all status effects.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
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[Access(typeof(SharedStatusEffectsSystem))]
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[EntityCategory("StatusEffects")]
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public sealed partial class StatusEffectComponent : Component
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{
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/// <summary>
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/// The entity that this status effect is applied to.
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/// </summary>
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[DataField, AutoNetworkedField]
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public EntityUid? AppliedTo;
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/// <summary>
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/// Status effect indication for the player. If Null, no Alert will be displayed.
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/// </summary>
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[DataField]
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public ProtoId<AlertPrototype>? Alert;
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/// <summary>
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/// When this effect will end. If Null, the effect lasts indefinitely.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoPausedField, AutoNetworkedField]
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public TimeSpan? EndEffectTime;
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/// <summary>
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/// Whitelist, by which it is determined whether this status effect can be imposed on a particular entity.
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/// </summary>
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[DataField]
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public EntityWhitelist? Whitelist;
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/// <summary>
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/// Blacklist, by which it is determined whether this status effect can be imposed on a particular entity.
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/// </summary>
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[DataField]
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public EntityWhitelist? Blacklist;
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}
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