* setup some data * cheeseburger recipe * Update FoodSequenceSystem.cs * finalize cheseburger recipe * remove fun * return old taco sprites * full foodsequence data refactor * return tacos * well done * add cutlets to burger * chickenburger recipe * +2 burger recipes * more fun * Update brain.png * some slice produce added * documentation * watermelon * skewer work * flipping * tomato * skewer watermelon * Update skewer.yml * oopsie, ok, im go to sleep * fix checks * Update produce.yml * screwed * cheeeeeeeese * all cooked meat added * produce added * aaaaand suppermatter * key to Tag * More * proto string remove * raw snail * fix * Update FoodMetamorphableByAddingComponent.cs * fixes * fix3 * fififififx
78 lines
2.0 KiB
C#
78 lines
2.0 KiB
C#
using Content.Shared.Chemistry.Components;
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using Content.Shared.DoAfter;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Nutrition.Prototypes;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Nutrition;
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/// <summary>
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/// Do after even for food and drink.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed partial class ConsumeDoAfterEvent : DoAfterEvent
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{
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[DataField("solution", required: true)]
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public string Solution = default!;
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[DataField("flavorMessage", required: true)]
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public string FlavorMessage = default!;
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private ConsumeDoAfterEvent()
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{
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}
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public ConsumeDoAfterEvent(string solution, string flavorMessage)
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{
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Solution = solution;
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FlavorMessage = flavorMessage;
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}
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public override DoAfterEvent Clone() => this;
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}
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/// <summary>
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/// Do after event for vape.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed partial class VapeDoAfterEvent : DoAfterEvent
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{
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[DataField("solution", required: true)]
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public Solution Solution = default!;
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[DataField("forced", required: true)]
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public bool Forced = default!;
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private VapeDoAfterEvent()
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{
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}
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public VapeDoAfterEvent(Solution solution, bool forced)
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{
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Solution = solution;
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Forced = forced;
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}
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public override DoAfterEvent Clone() => this;
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}
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/// <summary>
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/// Raised before food is sliced
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/// </summary>
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[ByRefEvent]
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public record struct SliceFoodEvent();
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/// <summary>
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/// is called after a successful attempt at slicing food.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed partial class SliceFoodDoAfterEvent : SimpleDoAfterEvent
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{
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}
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/// <summary>
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/// Raised on FoodSequence start element entity when new ingredient is added to FoodSequence
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/// </summary>
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public record struct FoodSequenceIngredientAddedEvent(EntityUid Start, EntityUid Element, ProtoId<FoodSequenceElementPrototype> Proto, EntityUid? User = null);
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