XenoArch [Science Overhaul] (#12204)
* multi-node xeno artifacts * refactor existing artifact effects * more tweaks to generation * more shit plus fix tests * more generation stuff plus threat levels * doink * now make it build * defer the artifact activation to not cause errors also pricing * some changes * all of the yaml + ui stuff for artifact analyzer * machine linking and starting to make the ui functional * artifact analyzer display * a shit ton of artifact analyzer stuff * more changes; making destroy work properly; progress bar tweaks * getting shit going! ALL RIGHT * small tweaks that didn't help much * Komm susser todd: the end of analysis * recipes and hints and ui, oh my! * add some in-game sources gotta prepare for day 1 launch * node data + ditch random seed in place of id * bunch of triggers * finish off the last few triggers * implement machine examine verb * knock, flicker, blink, throw * shatter, foam, shuffle, heat * fix all the shit i broke * *some* of these have to be good, no? 25 effects * callin' it there for effects * comments + reword some trigger hints * don't mind this little commit here * byref event * fix brokey node entry * fix low pressure trigger * mirror review plus fixing 0x40's bug also the throw artifact threw incorrectly * randomize the event message a teeny bit
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@@ -54,6 +54,16 @@ namespace Content.Server.Salvage
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{
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public static readonly MagnetState Inactive = new (MagnetStateType.Inactive, TimeSpan.Zero);
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};
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public sealed class SalvageMagnetActivatedEvent : EntityEventArgs
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{
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public EntityUid Magnet;
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public SalvageMagnetActivatedEvent(EntityUid magnet)
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{
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Magnet = magnet;
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}
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}
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public enum MagnetStateType
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{
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Inactive,
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