Contraband marking & examining (#28688)
* System & loc strings * pass over syndie contraband * fixes * grand theft pass * contrabandexamine -> contraband * examine text generation update * all composition parents necessary * bring back minor contra so it has a less confusing message * minor * weapon pass * jumpsuit pass * feet pass * AUUUUUUUUUGHHHHHHHHHHHHHHHHHH * head * AUUUUGH * ear * belt * back * fix * bro * rename for more clarity * do da review * add cvar for contraband examine --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
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@@ -1,5 +1,6 @@
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using Content.Shared.Access.Systems;
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using Content.Shared.PDA;
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using Content.Shared.Roles;
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using Content.Shared.StatusIcon;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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@@ -29,11 +30,11 @@ public sealed partial class IdCardComponent : Component
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public ProtoId<JobIconPrototype> JobIcon = "JobIconUnknown";
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/// <summary>
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/// The unlocalized names of the departments associated with the job
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/// The proto IDs of the departments associated with the job
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/// </summary>
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[DataField]
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[AutoNetworkedField]
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public List<LocId> JobDepartments = new();
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public List<ProtoId<DepartmentPrototype>> JobDepartments = new();
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/// <summary>
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/// Determines if accesses from this card should be logged by <see cref="AccessReaderComponent"/>
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