action refactor proper ecs edition (#27422)
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51
Content.Shared/Actions/Components/ActionsComponent.cs
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51
Content.Shared/Actions/Components/ActionsComponent.cs
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using Content.Shared.Actions;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Actions.Components;
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/// <summary>
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/// Lets the player controlling this entity use actions.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedActionsSystem))]
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public sealed partial class ActionsComponent : Component
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{
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/// <summary>
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/// List of actions currently granted to this entity.
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/// On the client, this may contain a mixture of client-side and networked entities.
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/// </summary>
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[DataField]
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public HashSet<EntityUid> Actions = new();
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}
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[Serializable, NetSerializable]
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public sealed class ActionsComponentState : ComponentState
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{
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public readonly HashSet<NetEntity> Actions;
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public ActionsComponentState(HashSet<NetEntity> actions)
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{
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Actions = actions;
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}
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}
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/// <summary>
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/// Determines how the action icon appears in the hotbar for item actions.
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/// </summary>
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public enum ItemActionIconStyle : byte
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{
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/// <summary>
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/// The default - The item icon will be big with a small action icon in the corner
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/// </summary>
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BigItem,
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/// <summary>
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/// The action icon will be big with a small item icon in the corner
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/// </summary>
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BigAction,
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/// <summary>
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/// BigAction but no item icon will be shown in the corner.
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/// </summary>
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NoItem
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}
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