New Feature: Kitchen spike rework (#38723)
* Start * Wow, text * Ultra raw * More stuff * Wow, DOT and gibbing!!! * More stuff * More * Update * Yes * Almost there * Done? * I forgot * Update * Update * Update * Update * Update * Update * Update * Update * Update * Beck * Unhardcode
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Content.Shared/Kitchen/Components/SharpComponent.cs
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26
Content.Shared/Kitchen/Components/SharpComponent.cs
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using Content.Shared.Nutrition.Components;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Kitchen.Components;
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/// <summary>
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/// Applies to items that are capable of butchering entities, or
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/// are otherwise sharp for some purpose.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[AutoGenerateComponentState]
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public sealed partial class SharpComponent : Component
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{
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/// <summary>
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/// List of the entities that are currently being butchered.
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/// </summary>
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// TODO just make this a tool type. Move SharpSystem to shared.
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[AutoNetworkedField]
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public readonly HashSet<EntityUid> Butchering = [];
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/// <summary>
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/// Affects butcher delay of the <see cref="ButcherableComponent"/>.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float ButcherDelayModifier = 1.0f;
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}
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