Make BatteryBarrelComponent use item slots. (#5591)
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@@ -1,6 +1,7 @@
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using Content.Shared.Sound;
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using Content.Shared.Whitelist;
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using Robust.Shared.Analyzers;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Prototypes;
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@@ -81,6 +82,12 @@ namespace Content.Shared.Containers.ItemSlots
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public SoundSpecifier? EjectSound;
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// maybe default to /Audio/Machines/id_swipe.ogg?
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/// <summary>
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/// Options used for playing the insert/eject sounds.
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/// </summary>
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[DataField("soundOptions")]
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public AudioParams SoundOptions = AudioParams.Default;
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/// <summary>
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/// The name of this item slot. This will be shown to the user in the verb menu.
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/// </summary>
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@@ -116,6 +123,18 @@ namespace Content.Shared.Containers.ItemSlots
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[DataField("ejectOnInteract")]
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public bool EjectOnInteract = false;
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/// <summary>
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/// If true, and if this slot is attached to an item, then it will attempt to eject slot when to the slot is
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/// used in the user's hands.
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/// </summary>
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/// <remarks>
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/// Desirable for things like ranged weapons ('Z' to eject), but not desirable for others (e.g., PDA uses
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/// 'Z' to open UI). Unlike <see cref="EjectOnInteract"/>, this will not make any changes to the context
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/// menu, nor will it disable alt-click interactions.
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/// </remarks>
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[DataField("ejectOnUse")]
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public bool EjectOnUse = false;
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/// <summary>
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/// Override the insert verb text. Defaults to [insert category] -> [item-name]. If not null, the verb will
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/// not be given a category.
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