* basic radiation generator * might need this * thonk * big thonk * oop * e * werks * sprite * oopsy woopsy * radiation * clean up file * makes it work, probably * minor fixes * resources * progress on component * this will no longer be necessary * radiation go brrrr * finally fix container issues * out var Co-authored-by: Remie Richards <remierichards@gmail.com> * second out fix * another out fix Co-authored-by: Remie Richards <remierichards@gmail.com> * switch case * fix switch * sound and improvements * nullable * basic containment field system * ensure alignment * fix beam placement logic * field generation fully working * fix potential crash * working containment functionality * extremely basic emitter functionality * fix radiation panel naming * emitter stuff * oopsies * fixes * some fixes * cleanup * small fix and move emitter file * add sprite resources for PA * slight rework of the singulo adds rads * pushing for smugleaf :) * added radiationpanels * some fixes for the singulo * containmentfield * pa wip * progress * pa working * emitter fix * works :) * ui works * some work on ui & pa * progress * ui work & misc fixes * GREYSCALE * pa ui polish containmentfieldgen rework * singulo rework added snapgrid * getcomponent get out * singulo rework added collisiongroups underplating & passable * yaml work: - collision boxes - singulo now unshaded * no unlit * misc changes * pa wires * add usability check * nullable enable * minor fix * power need added * reenables containment field energy drain menu close button singularity collider fix * sprite replacement * finished singulo pulling * pjb fixes * fixing sprites & minor adjustments * decrease containmentfield power * some yml adjustments * unlit layers singulogenerator * singulogen * everything works just not the powergetting on the pa i wanna die * Adds PA construction graphs, PA construction works * Snap to grid parts when completing construction * updated to newest master * inb4 i work on power * fixes upstream merge adds power need to particleaccelerator * properly implements power & apc power * Emitters are now fancy. * I have actually no idea how this happened. * Give PA a wiring LayoutId * PA is an acronym * indicators fixes hacking * Singulo is a word you blasphemous IDE. * Rewrite the PA. * Fancy names for PA parts. * Wiring fixes, strength wire cutting. * fixes projectile & ignores components * nullability errors * fixes integration tests Co-authored-by: unusualcrow <unusualcrow@protonmail.com> Co-authored-by: L.E.D <10257081+unusualcrow@users.noreply.github.com> Co-authored-by: Remie Richards <remierichards@gmail.com> Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
92 lines
3.8 KiB
C#
92 lines
3.8 KiB
C#
namespace Content.Shared.GameObjects
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{
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// Starting from 1000 to avoid crossover with engine.
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public static class ContentNetIDs
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{
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// 1000
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public const uint DESTRUCTIBLE = 1001;
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public const uint MAGAZINE_BARREL = 1002;
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public const uint HANDS = 1003;
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public const uint SOLUTION = 1004;
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public const uint STORAGE = 1005;
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public const uint INVENTORY = 1006;
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public const uint POWER_DEBUG_TOOL = 1007;
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// 1008
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// 1009
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public const uint RANGED_WEAPON = 1010;
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public const uint CAMERA_RECOIL = 1011;
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public const uint SOUND = 1012;
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public const uint ITEM = 1013;
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public const uint CLOTHING = 1014;
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public const uint ENTITYSTORAGE = 1015;
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public const uint LATHE = 1016;
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public const uint LATHE_DATABASE = 1017;
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public const uint MATERIAL_STORAGE = 1018;
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public const uint HAND_TELEPORTER = 1019;
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public const uint VENDING_MACHINE = 1020;
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public const uint PROTOLATHE_DATABASE = 1021;
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public const uint TECHNOLOGY_DATABASE = 1022;
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public const uint RESEARCH_CONSOLE = 1023;
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public const uint WIRES = 1024;
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public const uint COMBATMODE = 1025;
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public const uint STATUSEFFECTS = 1026;
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public const uint OVERLAYEFFECTS = 1027;
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public const uint STOMACH = 1028;
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public const uint ITEMCOOLDOWN = 1029;
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public const uint CARGO_ORDER_DATABASE = 1030;
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public const uint GALACTIC_MARKET = 1031;
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public const uint HUMANOID_APPEARANCE = 1032;
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public const uint INSTRUMENTS = 1033;
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public const uint WELDER = 1034;
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public const uint STACK = 1035;
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public const uint HANDHELD_LIGHT = 1036;
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public const uint PAPER = 1037;
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public const uint REAGENT_INJECTOR = 1038;
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public const uint GHOST = 1039;
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public const uint MICROWAVE = 1040;
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public const uint GRAVITY_GENERATOR = 1041;
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public const uint SURGERY = 1042;
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public const uint MULTITOOLS = 1043;
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public const uint PDA = 1044;
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public const uint PATHFINDER_DEBUG = 1045;
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public const uint AI_DEBUG = 1046;
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public const uint PLAYER_INPUT_MOVER = 1047;
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public const uint STUNNABLE = 1048;
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public const uint HUNGER = 1049;
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public const uint THIRST = 1050;
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public const uint FLASHABLE = 1051;
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public const uint BUCKLE = 1052;
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public const uint PROJECTILE = 1053;
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public const uint THROWN_ITEM = 1054;
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public const uint STRAP = 1055;
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public const uint DISPOSABLE = 1056;
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public const uint GAS_ANALYZER = 1057;
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public const uint DO_AFTER = 1058;
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public const uint RADIATION_PULSE = 1059;
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public const uint BODY = 1060;
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public const uint CLIMBING = 1061;
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public const uint BOLTACTION_BARREL = 1062;
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public const uint PUMP_BARREL = 1063;
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public const uint REVOLVER_BARREL = 1064;
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public const uint CUFFED = 1065;
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public const uint HANDCUFFS = 1066;
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public const uint BATTERY_BARREL = 1067;
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public const uint SUSPICION_ROLE = 1068;
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public const uint ROTATION = 1069;
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public const uint MOB_STATE_MANAGER = 1070;
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public const uint SLIP = 1071;
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public const uint SPACE_VILLAIN_ARCADE = 1072;
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public const uint BLOCKGAME_ARCADE = 1073;
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public const uint BODY_PART = 1074;
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public const uint CRAYONS = 1075;
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public const uint PLACEABLE_SURFACE = 1076;
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public const uint STORABLE = 1077;
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public const uint PULLABLE = 1078;
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public const uint GAS_TANK = 1079;
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public const uint SINGULARITY = 1080;
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// Net IDs for integration tests.
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public const uint PREDICTION_TEST = 10001;
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}
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}
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