* DoAfters * Compact Clone() * Fix mice and cuffables * Try generalize attempt events * moves climbabledoafter event to shared, fixes issue with climbable target * Fix merge (cuffing) * Make all events netserializable * handful of doafter events moved * moves the rest of the events to their respective shared folders * Changes all mentions of server doafter to shared * stop stripping cancellation * fix merge errors * draw paused doafters * handle unpausing * missing netserializable ref * removes break on stun reference * removes cuffing state reference * Fix tools * Fix door prying. * Fix construction * Fix dumping * Fix wielding assert * fix rev * Fix test * more test fixes --------- Co-authored-by: keronshb <keronshb@live.com>
44 lines
1.2 KiB
C#
44 lines
1.2 KiB
C#
using System.Threading;
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using Robust.Shared.Audio;
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namespace Content.Server.RCD.Components
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{
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public enum RcdMode : byte
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{
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Floors,
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Walls,
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Airlock,
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Deconstruct
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}
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[RegisterComponent]
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public sealed class RCDComponent : Component
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{
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private const int DefaultAmmoCount = 5;
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[ViewVariables(VVAccess.ReadOnly)]
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[DataField("maxAmmo")] public int MaxAmmo = DefaultAmmoCount;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("delay")]
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public float Delay = 2f;
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[DataField("swapModeSound")]
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public SoundSpecifier SwapModeSound = new SoundPathSpecifier("/Audio/Items/genhit.ogg");
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[DataField("successSound")]
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public SoundSpecifier SuccessSound = new SoundPathSpecifier("/Audio/Items/deconstruct.ogg");
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/// <summary>
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/// What mode are we on? Can be floors, walls, deconstruct.
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/// </summary>
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[DataField("mode")]
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public RcdMode Mode = RcdMode.Floors;
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/// <summary>
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/// How much "ammo" we have left. You can refill this with RCD ammo.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] [DataField("ammo")]
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public int CurrentAmmo = DefaultAmmoCount;
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}
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}
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