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>
This commit is contained in:
Kara
2024-08-11 22:57:49 -05:00
committed by GitHub
parent 9f180e4f62
commit 485caa4553
105 changed files with 566 additions and 302 deletions

View File

@@ -0,0 +1,26 @@
using Content.Shared.Roles;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Contraband;
/// <summary>
/// This is used for marking entities that are considered 'contraband' IC and showing it clearly in examine.
/// </summary>
[RegisterComponent, NetworkedComponent, Access(typeof(ContrabandSystem))]
public sealed partial class ContrabandComponent : Component
{
/// <summary>
/// The degree of contraband severity this item is considered to have.
/// </summary>
[DataField]
public ProtoId<ContrabandSeverityPrototype> Severity = "Restricted";
/// <summary>
/// Which departments is this item restricted to?
/// By default, command and sec are assumed to be fine with contraband.
/// If null, no departments are allowed to use this.
/// </summary>
[DataField]
public HashSet<ProtoId<DepartmentPrototype>>? AllowedDepartments = ["Security"];
}