* Predict dumping - This got soaped really fucking hard. - Dumping is predicted, this required disposals to be predicte.d - Disposals required mailing (because it's tightly coupled), and a smidge of other content systems. - I also had to fix a compnetworkgenerator issue at the same time so it wouldn't mispredict. * Fix a bunch of stuff * nasty merge * Some reviews * Some more reviews while I stash * Fix merge * Fix merge * Half of review * Review * re(h)f * lizards * feexes * feex
39 lines
1.0 KiB
C#
39 lines
1.0 KiB
C#
using Content.Server.Disposal.Unit;
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using Content.Shared.Damage;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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namespace Content.Server.Disposal.Tube;
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[RegisterComponent]
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[Access(typeof(DisposalTubeSystem), typeof(DisposableSystem))]
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public sealed partial class DisposalTubeComponent : Component
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{
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[DataField]
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public string ContainerId = "DisposalTube";
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[ViewVariables]
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public bool Connected;
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[DataField]
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public SoundSpecifier ClangSound = new SoundPathSpecifier("/Audio/Effects/clang.ogg", AudioParams.Default.WithVolume(-5f));
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/// <summary>
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/// Container of entities that are currently inside this tube
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/// </summary>
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[ViewVariables]
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public Container Contents = default!;
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/// <summary>
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/// Damage dealt to containing entities on every turn
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier DamageOnTurn = new()
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{
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DamageDict = new()
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{
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{ "Blunt", 0.0 },
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}
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};
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}
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