Equipment & inhands. (#110)

* Equipment WiP

* Equipment's starting to work.

* Equipment works properly 100% now.

* Inhands work.

Also more clothes.
This commit is contained in:
Pieter-Jan Briers
2018-09-19 18:54:04 +02:00
committed by GitHub
parent c612806ef1
commit 74541e23a4
97 changed files with 1094 additions and 273 deletions

View File

@@ -1,6 +1,7 @@
using SS14.Shared.GameObjects;
using SS14.Shared.Serialization;
using System;
using System.Collections.Generic;
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
namespace Content.Shared.GameObjects
@@ -8,26 +9,17 @@ namespace Content.Shared.GameObjects
public abstract class SharedInventoryComponent : Component
{
public sealed override string Name => "Inventory";
public override uint? NetID => ContentNetIDs.STORAGE;
public sealed override uint? NetID => ContentNetIDs.STORAGE;
public sealed override Type StateType => typeof(InventoryComponentState);
[Serializable, NetSerializable]
public class ServerInventoryMessage : ComponentMessage
protected class InventoryComponentState : ComponentState
{
public Slots Inventoryslot;
public EntityUid EntityUid;
public ServerInventoryUpdate Updatetype;
public List<KeyValuePair<Slots, EntityUid>> Entities { get; }
public ServerInventoryMessage()
public InventoryComponentState(List<KeyValuePair<Slots, EntityUid>> entities) : base(ContentNetIDs.STORAGE)
{
Directed = true;
}
public enum ServerInventoryUpdate
{
Removal = 0,
Addition = 1
Entities = entities;
}
}