* crossing the pond * share some station records * share some criminal records * single system * comments * minor touchups * I always forget this part * requested changes * revert predicted spawn * requested changes --------- Co-authored-by: iaada <iaada@users.noreply.github.com>
41 lines
1.2 KiB
C#
41 lines
1.2 KiB
C#
using Content.Shared.Inventory;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.IdentityManagement.Components;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class IdentityBlockerComponent : Component
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{
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[DataField, AutoNetworkedField]
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public bool Enabled = true;
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/// <summary>
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/// What part of your face does this cover? Eyes, mouth, or full?
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/// </summary>
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[DataField]
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public IdentityBlockerCoverage Coverage = IdentityBlockerCoverage.FULL;
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}
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[Flags]
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[Serializable, NetSerializable]
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public enum IdentityBlockerCoverage
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{
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NONE = 0,
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MOUTH = 1 << 0,
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EYES = 1 << 1,
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FULL = MOUTH | EYES
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}
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/// <summary>
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/// Raised on an entity and relayed to inventory to determine if its identity should be knowable.
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/// </summary>
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public sealed class SeeIdentityAttemptEvent : CancellableEntityEventArgs, IInventoryRelayEvent
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{
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// i.e. masks, helmets, or glasses.
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public SlotFlags TargetSlots => SlotFlags.MASK | SlotFlags.HEAD | SlotFlags.EYES | SlotFlags.OUTERCLOTHING;
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// cumulative coverage from each relayed slot
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public IdentityBlockerCoverage TotalCoverage = IdentityBlockerCoverage.NONE;
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}
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