* The only commit that matters * I had to stop playing with my cat to push this change * Yaml removal * Proper drunk status effect and remove shitcode * Review changes * whoops * Whoops x2 * Update master fix merge conflicts * Fix merge conflicts * Dunk Component kill * MORE RELAYS * Holy fucking breaking changes * Ough * 46 file diff * Fix bad commits * Erm what the test fail? * Fix those last two * Merge conflicts * Me when I fix the merge conflicts --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
41 lines
1.5 KiB
C#
41 lines
1.5 KiB
C#
using Content.Shared.Whitelist;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.StatusEffectNew.Components;
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/// <summary>
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/// Marker component for all status effects - every status effect entity should have it.
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/// Provides a link between the effect and the affected entity, and some data common to all status effects.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
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[Access(typeof(StatusEffectsSystem))]
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[EntityCategory("StatusEffects")]
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public sealed partial class StatusEffectComponent : Component
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{
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/// <summary>
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/// The entity that this status effect is applied to.
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/// </summary>
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[DataField, AutoNetworkedField]
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public EntityUid? AppliedTo;
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/// <summary>
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/// When this effect will end. If Null, the effect lasts indefinitely.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoPausedField, AutoNetworkedField]
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public TimeSpan? EndEffectTime;
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/// <summary>
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/// Whitelist, by which it is determined whether this status effect can be imposed on a particular entity.
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/// </summary>
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[DataField]
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public EntityWhitelist? Whitelist;
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/// <summary>
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/// Blacklist, by which it is determined whether this status effect can be imposed on a particular entity.
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/// </summary>
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[DataField]
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public EntityWhitelist? Blacklist;
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}
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