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/ContrabandSeverityPrototype.cs
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Content.Shared/Contraband/ContrabandSeverityPrototype.cs
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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 a prototype for defining the degree of severity for a particular <see cref="ContrabandComponent"/>
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/// </summary>
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[Prototype]
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public sealed partial class ContrabandSeverityPrototype : IPrototype
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{
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/// <inheritdoc/>
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[IdDataField]
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public string ID { get; } = default!;
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/// <summary>
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/// Text shown for this severity level when the contraband is examined.
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/// </summary>
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[DataField]
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public LocId ExamineText;
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/// <summary>
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/// When examining the contraband, should this take into account the viewer's departments?
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/// </summary>
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[DataField]
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public bool ShowDepartments;
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}
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