* The real movement refactor * ref events * Jetpack cleanup * a * Vehicles partially working * Balance tweaks * Restore some shitcode * AAAAAAAA * Even more prediction * ECS compstate trying to fix this * yml * vehicles kill me * Don't lock keys * a * Fix problem * Fix sounds * shuttle inputs * Shuttle controls * space brakes * Keybinds * Fix merge * Handle shutdown * Fix keys * Bump friction * fix buckle offset * Fix relay and friction * Fix jetpack turning * contexts amirite
37 lines
1.1 KiB
C#
37 lines
1.1 KiB
C#
using Content.Shared.Shuttles.Components;
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using Content.Shared.Shuttles.Systems;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Shuttles.BUIStates;
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[Serializable, NetSerializable]
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public sealed class ShuttleConsoleBoundInterfaceState : RadarConsoleBoundInterfaceState
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{
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/// <summary>
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/// The current FTL state.
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/// </summary>
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public readonly FTLState FTLState;
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/// <summary>
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/// When the next FTL state change happens.
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/// </summary>
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public readonly TimeSpan FTLTime;
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public List<(EntityUid Entity, string Destination, bool Enabled)> Destinations;
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public ShuttleConsoleBoundInterfaceState(
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FTLState ftlState,
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TimeSpan ftlTime,
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List<(EntityUid Entity, string Destination, bool Enabled)> destinations,
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float maxRange,
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EntityCoordinates? coordinates,
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Angle? angle,
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List<DockingInterfaceState> docks) : base(maxRange, coordinates, angle, docks)
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{
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FTLState = ftlState;
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FTLTime = ftlTime;
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Destinations = destinations;
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}
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}
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