* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
60 lines
1.9 KiB
C#
60 lines
1.9 KiB
C#
using System;
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using Content.Shared.Inventory;
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using Content.Shared.Medical.SuitSensor;
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Medical.SuitSensors
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{
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/// <summary>
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/// Tracking device, embedded in almost all uniforms and jumpsuits.
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/// If enabled, will report to crew monitoring console owners position and status.
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/// </summary>
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[RegisterComponent]
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[Friend(typeof(SuitSensorSystem))]
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[ComponentProtoName("SuitSensor")]
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public sealed class SuitSensorComponent : Component
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{
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/// <summary>
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/// Choose a random sensor mode when item is spawned.
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/// </summary>
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[DataField("randomMode")]
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public bool RandomMode = true;
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/// <summary>
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/// If true user can't change suit sensor mode
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/// </summary>
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[DataField("controlsLocked")]
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public bool ControlsLocked = false;
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/// <summary>
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/// Current sensor mode. Can be switched by user verbs.
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/// </summary>
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[DataField("mode")]
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public SuitSensorMode Mode = SuitSensorMode.SensorOff;
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/// <summary>
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/// Activate sensor if user wear it in this slot.
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/// </summary>
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[DataField("activationSlot")]
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public string ActivationSlot = "jumpsuit";
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/// <summary>
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/// How often does sensor update its owners status (in seconds).
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/// </summary>
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[DataField("updateRate")]
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public float UpdateRate = 2f;
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/// <summary>
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/// Current user that wears suit sensor. Null if nobody wearing it.
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/// </summary>
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public EntityUid? User = null;
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/// <summary>
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/// Last time when sensor updated owners status
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/// </summary>
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public TimeSpan LastUpdate = TimeSpan.Zero;
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}
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}
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