Turn ReagentEffects into generic EntityEffects (#28168)
* Oh the possibilities * Merge fixes * Forgot to remote LavaSystem oops * Changed EntityEffectArgs to EntityEffectBaseArgs and EntityEffectReagentArgs * Throw exception for unimplemented effectargs * Remove Json and overrideable datafields * Fix test issues * Actually fix the compiling issue * Fix comments and remove EntityEffectArgs (no longer used, replaced with EntityEffectBaseArgs)
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Content.Server/Tiles/TileEntityEffectComponent.cs
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19
Content.Server/Tiles/TileEntityEffectComponent.cs
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.EntityEffects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Server.Tiles;
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/// <summary>
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/// Applies effects upon stepping onto a tile.
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/// </summary>
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[RegisterComponent, Access(typeof(TileEntityEffectSystem))]
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public sealed partial class TileEntityEffectComponent : Component
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{
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/// <summary>
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/// List of effects that should be applied.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField]
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public List<EntityEffect> Effects = default!;
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}
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