VGRoid support (#27659)
* Dungeon spawn support for grid spawns * Recursive dungeons working * Mask approach working * zack * More work * Fix recursive dungeons * Heap of work * weh * the cud * rar * Job * weh * weh * weh * Master merges * orch * weh * vgroid most of the work * Tweaks * Tweaks * weh * do do do do do do * Basic layout * Ore spawning working * Big breaking changes * Mob gen working * weh * Finalising * emo * More finalising * reverty * Reduce distance
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@@ -5,6 +5,19 @@ using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototy
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namespace Content.Shared.Storage;
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/// <summary>
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/// Prototype wrapper around <see cref="EntitySpawnEntry"/>
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/// </summary>
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[Prototype]
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public sealed class EntitySpawnEntryPrototype : IPrototype
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{
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[IdDataField]
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public string ID { get; } = string.Empty;
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[DataField]
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public List<EntitySpawnEntry> Entries = new();
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}
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/// <summary>
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/// Dictates a list of items that can be spawned.
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/// </summary>
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