* feat: now vacuum cleaner can suck solutions from floor * refactor using AbsorbentSystem instead of separate vacuum cleaner * refactor: remove unused vacuum cleaner files * refactor: renamed ConnectedContainerComponent to SlotBasedConnectedContainerComponent (and system) * fix: fix invalid comp name * fix: no more spray nozzle messaging about water inside bottles etc. * refactor: minor refactor in SlotBasedConnectedContainerSystem and adjustments after merge * refactor: cleanups * refactor: renaming * refactor: update to use _puddleSystem.GetAbsorbentReagents * refactor: changed interactions with SlotBasedConnectedContainerSystem into events * refactor: new sound and action delay adjusted to sound (amount tweaked a bit accordingly, almost) * refactor: added networking for SlotBasedConnectedContainerComponent * fix attribution for vacuum-cleaner-fast.ogg * trying to fix multi-license for mix sound file * remove empty line * refactor: remove trailing whitespace * by ref struct, brother --------- Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> Co-authored-by: EmoGarbage404 <retron404@gmail.com>
26 lines
797 B
C#
26 lines
797 B
C#
using Content.Shared.Containers;
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using Content.Shared.Inventory;
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using Content.Shared.Whitelist;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Chemistry.Components;
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/// <summary>
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/// Component for marking linked container in character slot, to which entity is bound.
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/// </summary>
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[RegisterComponent, Access(typeof(SlotBasedConnectedContainerSystem)), NetworkedComponent]
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public sealed partial class SlotBasedConnectedContainerComponent : Component
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{
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/// <summary>
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/// The slot in which target container should be.
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/// </summary>
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[DataField(required: true)]
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public SlotFlags TargetSlot;
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/// <summary>
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/// A whitelist for determining whether container is valid or not .
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/// </summary>
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[DataField]
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public EntityWhitelist? ContainerWhitelist;
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}
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