* inner anomaly * anomaly pulse action * test anom mine * Update anomalies.yml * fix action cooldown * pyro_eyes * clientsystem * experiments * blya * some telegraphy * shock eyes! * shadow eyes * separate files * frosty eyes * fix * flora eyes * bluespace eyes * flesh eyes * redoing injction * auto add layers * пипяу * new injector component * stupid me * nice marker injectors * anomaly spawn on shutdown * gravity anom * dead anomaly spawning * add VOX states * sprite specific layers support * technology anom infection * auto detach anomalies that have moved away * Update anomaly_injections.yml * anomalyspawner integration * rock anomaly! * Update anomaly_injections.yml * fix crash bug * tag filter * fix anom dublication spawns * Update anomaly.yml * Update InnerBodyAnomalyComponent.cs * Update anomaly_injections.yml * dont spawn anomalies after decay * fix morb sprite, add end message * gravity resprite * admin logging, double injection fix * make flesh and living light mobs friendly to anomaly hosts * popups * severity feedback * sloth review * A * keep organs after gib * punpun host * sloth synchronization * Update arachnid.yml * increase infections spawnrate
22 lines
688 B
C#
22 lines
688 B
C#
using Content.Shared.Anomaly.Effects;
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using Content.Shared.Whitelist;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Anomaly.Components;
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/// <summary>
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/// On contact with an entity, if it meets the conditions, it will transfer the specified components to it
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/// </summary>
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[RegisterComponent, Access(typeof(SharedInnerBodyAnomalySystem))]
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public sealed partial class InnerBodyAnomalyInjectorComponent : Component
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{
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[DataField]
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public EntityWhitelist? Whitelist;
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/// <summary>
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/// components that will be automatically removed after “curing”
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/// </summary>
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[DataField(required: true)]
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public ComponentRegistry InjectionComponents = default!;
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}
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