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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Content.Shared/Contraband/ContrabandComponent.cs
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Content.Shared/Contraband/ContrabandComponent.cs
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using Content.Shared.Roles;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Contraband;
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/// <summary>
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/// This is used for marking entities that are considered 'contraband' IC and showing it clearly in examine.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(ContrabandSystem))]
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public sealed partial class ContrabandComponent : Component
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{
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/// <summary>
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/// The degree of contraband severity this item is considered to have.
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/// </summary>
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[DataField]
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public ProtoId<ContrabandSeverityPrototype> Severity = "Restricted";
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/// <summary>
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/// Which departments is this item restricted to?
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/// By default, command and sec are assumed to be fine with contraband.
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/// If null, no departments are allowed to use this.
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/// </summary>
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[DataField]
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public HashSet<ProtoId<DepartmentPrototype>>? AllowedDepartments = ["Security"];
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}
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