Handcuff system (#1831)
* Implemented most serverside logic * All serverside cuff logic complete * SFX, Clientside HUD stuff, Other logic. * fffff * Cuffs 1.0 * missing loc string * Cuffs are stored in the balls now. * Basic integrationtest * Support stripping menu. * rrr * Fixes * properties * gun emoji * fixes * get rid of unused * reeee * Update Content.Shared/GameObjects/ContentNetIDs.cs Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
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@@ -41,16 +41,29 @@ namespace Content.Shared.GameObjects.Components.GUI
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}
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}
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[NetSerializable, Serializable]
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public class StrippingHandcuffButtonPressed : BoundUserInterfaceMessage
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{
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public EntityUid Handcuff { get; }
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public StrippingHandcuffButtonPressed(EntityUid handcuff)
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{
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Handcuff = handcuff;
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}
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}
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[NetSerializable, Serializable]
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public class StrippingBoundUserInterfaceState : BoundUserInterfaceState
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{
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public Dictionary<Slots, string> Inventory { get; }
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public Dictionary<string, string> Hands { get; }
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public Dictionary<EntityUid, string> Handcuffs { get; }
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public StrippingBoundUserInterfaceState(Dictionary<Slots, string> inventory, Dictionary<string, string> hands)
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public StrippingBoundUserInterfaceState(Dictionary<Slots, string> inventory, Dictionary<string, string> hands, Dictionary<EntityUid, string> handcuffs)
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{
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Inventory = inventory;
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Hands = hands;
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Handcuffs = handcuffs;
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}
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}
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}
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