Actually spawns for the person who USES the uplink, not who owns it. Can't believe that was an actual bug. Also puts it in your active hand if possible.
28 lines
738 B
C#
28 lines
738 B
C#
#nullable enable
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.GameObjects.Components.PDA;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Map;
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namespace Content.Server.Interfaces.PDA
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{
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public interface IPDAUplinkManager
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{
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public IReadOnlyDictionary<string, UplinkListingData> FetchListings { get; }
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void Initialize();
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public bool AddNewAccount(UplinkAccount acc);
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public bool ChangeBalance(UplinkAccount acc, int amt);
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public bool TryPurchaseItem(
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UplinkAccount? acc,
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string itemId,
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EntityCoordinates spawnCoords,
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[NotNullWhen(true)] out IEntity? purchasedItem);
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}
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}
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