* Make UnrevivableComponent shared - Move UnrevivableComponent to shared - add reason messages and if the status shows up in a health analyzer * Update Content.Shared/Traits/Assorted/UnrevivableComponent.cs Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * Make UnrevivableComponent networked * Update Content.Shared/Traits/Assorted/UnrevivableComponent.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> --------- Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
23 lines
741 B
C#
23 lines
741 B
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.Traits.Assorted;
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/// <summary>
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/// This is used for the unrevivable trait as well as generally preventing revival.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class UnrevivableComponent : Component
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{
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/// <summary>
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/// A field to define if we should display the "Genetic incompatibility" warning on health analysers
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Analyzable = true;
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/// <summary>
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/// The loc string used to provide a reason for being unrevivable
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/// </summary>
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[DataField, AutoNetworkedField]
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public LocId ReasonMessage = "defibrillator-unrevivable";
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}
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