Thieves can innately pickpocket - thieving gloves rework (#38123)
* Thieves can innately pickpocket (#107) Pickpocketing a skyrim guard's armor off (cherry picked from commit 21b9f1ddb251ea3c7c6803e78871abefcaecbfb4) * this isnt moff * Make predicted, cleanup * !skating-basketball * orks are NOT the best trollface * Implement much more sensible component replication prevention --------- Co-authored-by: DuckManZach <144298822+duckmanzach@users.noreply.github.com>
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@@ -1,22 +1,44 @@
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using Content.Shared.Alert;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Strip.Components;
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/// <summary>
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/// Give this to an entity when you want to decrease stripping times
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/// </summary>
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[RegisterComponent]
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[RegisterComponent, NetworkedComponent]
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[AutoGenerateComponentState(fieldDeltas: true)]
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public sealed partial class ThievingComponent : Component
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{
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/// <summary>
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/// How much the strip time should be shortened by
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("stripTimeReduction")]
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[DataField, AutoNetworkedField]
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public TimeSpan StripTimeReduction = TimeSpan.FromSeconds(0.5f);
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/// <summary>
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/// Should it notify the user if they're stripping a pocket?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("stealthy")]
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[DataField, AutoNetworkedField]
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public bool Stealthy;
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/// <summary>
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/// Variable pointing at the Alert modal
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/// </summary>
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[DataField]
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public ProtoId<AlertPrototype> StealthyAlertProtoId = "Stealthy";
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/// <summary>
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/// Prevent component replication to clients other than the owner,
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/// doesn't affect prediction.
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/// Get mogged.
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/// </summary>
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public override bool SendOnlyToOwner => true;
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}
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/// <summary>
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/// Event raised to toggle the thieving component.
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/// </summary>
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public sealed partial class ToggleThievingEvent : BaseAlertEvent;
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