Files
tbd-station-14/Content.Shared/GameObjects/ContentNetIDs.cs
Paul Ritter 6a0aa9b72f Singularity, Particle Accelerator & Radiation Collectors (#2169)
* 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>
2020-10-28 19:19:47 +01:00

92 lines
3.8 KiB
C#

namespace Content.Shared.GameObjects
{
// Starting from 1000 to avoid crossover with engine.
public static class ContentNetIDs
{
// 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;
public const uint BODY = 1060;
public const uint CLIMBING = 1061;
public const uint BOLTACTION_BARREL = 1062;
public const uint PUMP_BARREL = 1063;
public const uint REVOLVER_BARREL = 1064;
public const uint CUFFED = 1065;
public const uint HANDCUFFS = 1066;
public const uint BATTERY_BARREL = 1067;
public const uint SUSPICION_ROLE = 1068;
public const uint ROTATION = 1069;
public const uint MOB_STATE_MANAGER = 1070;
public const uint SLIP = 1071;
public const uint SPACE_VILLAIN_ARCADE = 1072;
public const uint BLOCKGAME_ARCADE = 1073;
public const uint BODY_PART = 1074;
public const uint CRAYONS = 1075;
public const uint PLACEABLE_SURFACE = 1076;
public const uint STORABLE = 1077;
public const uint PULLABLE = 1078;
public const uint GAS_TANK = 1079;
public const uint SINGULARITY = 1080;
// Net IDs for integration tests.
public const uint PREDICTION_TEST = 10001;
}
}