Files
tbd-station-14/Content.Shared/GameObjects/ContentNetIDs.cs
metalgearsloth 5962280d36 Station events (#1518)
* Station event system

Adds 2 basic events: (Power) GridCheck and RadiationStorm (based on the goonstation version).
The system itself to choose events is based on tgstation's implementation.
This also adds the event command that can be run to force specific events.

There's still some other TODO items for these to be complete, to my knowledge:
1. There's no worldspace DrawCircle method (though the radstorm could look a lot nicer with a shader).
2. The PlayGlobal power_off / power_on audio seems to cut out halfway-through
3. (I think this is a known issue) lights still emit light until you get closer in a gridcheck so PVS range might need bumping.

* Invariants for event names

* Fix random event shutdown

* Mix stereo announcements to mono

* Address feedback

* Remove redundant client system and use the overlay component instead
* Drop the server prefix

* Fix radiation overlay enum

* use entityquery instead

* zum's feedback

* Use EntityQuery

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-08-13 22:52:17 +02:00

72 lines
2.9 KiB
C#

namespace Content.Shared.GameObjects
{
// Starting from 1000 to avoid crossover with engine.
public static class ContentNetIDs
{
public const uint DAMAGEABLE = 1000;
public const uint DESTRUCTIBLE = 1001;
public const uint MAGAZINE_BARREL = 1002;
public const uint HANDS = 1003;
public const uint SOLUTION = 1004;
public const uint STORAGE = 1005;
public const uint INVENTORY = 1006;
public const uint POWER_DEBUG_TOOL = 1007;
// 1008
// 1009
public const uint RANGED_WEAPON = 1010;
public const uint CAMERA_RECOIL = 1011;
public const uint SOUND = 1012;
public const uint ITEM = 1013;
public const uint CLOTHING = 1014;
public const uint ENTITYSTORAGE = 1015;
public const uint LATHE = 1016;
public const uint LATHE_DATABASE = 1017;
public const uint MATERIAL_STORAGE = 1018;
public const uint HAND_TELEPORTER = 1019;
public const uint VENDING_MACHINE = 1020;
public const uint PROTOLATHE_DATABASE = 1021;
public const uint TECHNOLOGY_DATABASE = 1022;
public const uint RESEARCH_CONSOLE = 1023;
public const uint WIRES = 1024;
public const uint COMBATMODE = 1025;
public const uint STATUSEFFECTS = 1026;
public const uint OVERLAYEFFECTS = 1027;
public const uint STOMACH = 1028;
public const uint ITEMCOOLDOWN = 1029;
public const uint CARGO_ORDER_DATABASE = 1030;
public const uint GALACTIC_MARKET = 1031;
public const uint HUMANOID_APPEARANCE = 1032;
public const uint INSTRUMENTS = 1033;
public const uint WELDER = 1034;
public const uint STACK = 1035;
public const uint HANDHELD_LIGHT = 1036;
public const uint PAPER = 1037;
public const uint REAGENT_INJECTOR = 1038;
public const uint GHOST = 1039;
public const uint MICROWAVE = 1040;
public const uint GRAVITY_GENERATOR = 1041;
public const uint SURGERY = 1042;
public const uint MULTITOOLS = 1043;
public const uint PDA = 1044;
public const uint PATHFINDER_DEBUG = 1045;
public const uint AI_DEBUG = 1046;
public const uint PLAYER_INPUT_MOVER = 1047;
public const uint STUNNABLE = 1048;
public const uint HUNGER = 1049;
public const uint THIRST = 1050;
public const uint FLASHABLE = 1051;
public const uint BUCKLE = 1052;
public const uint PROJECTILE = 1053;
public const uint THROWN_ITEM = 1054;
public const uint STRAP = 1055;
public const uint DISPOSABLE = 1056;
public const uint GAS_ANALYZER = 1057;
public const uint DO_AFTER = 1058;
public const uint RADIATION_PULSE = 1059;
// Net IDs for integration tests.
public const uint PREDICTION_TEST = 10001;
}
}