Inventories (#61)
* Bully the fuck out of inventory shit Inventory Stuff Inventories technically work It works technicaly speaking Yeah this part too Lets do it! Inventories completed Motherfucker * Remove unnecessary usings and fix one thing * Submodule update * Adds a bunch of various clothing prototypes for each current inventory slot
This commit is contained in:
committed by
Pieter-Jan Briers
parent
ea05c593aa
commit
c33c227d95
@@ -0,0 +1,54 @@
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using SS14.Shared.GameObjects;
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using SS14.Shared.Serialization;
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using System;
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using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
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namespace Content.Shared.GameObjects
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{
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public abstract class SharedInventoryComponent : Component
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{
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public sealed override string Name => "Inventory";
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public override uint? NetID => ContentNetIDs.STORAGE;
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[Serializable, NetSerializable]
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public class ServerInventoryMessage : ComponentMessage
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{
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public Slots Inventoryslot;
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public EntityUid EntityUid;
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public ServerInventoryUpdate Updatetype;
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public ServerInventoryMessage()
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{
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Directed = true;
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}
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public enum ServerInventoryUpdate
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{
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Removal = 0,
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Addition = 1
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}
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}
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[Serializable, NetSerializable]
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public class ClientInventoryMessage : ComponentMessage
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{
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public Slots Inventoryslot;
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public ClientInventoryUpdate Updatetype;
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public ClientInventoryMessage(Slots inventoryslot, ClientInventoryUpdate updatetype)
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{
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Directed = true;
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Inventoryslot = inventoryslot;
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Updatetype = updatetype;
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}
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public enum ClientInventoryUpdate
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{
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Equip = 0,
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Unequip = 1
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}
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}
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}
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}
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