* Adds the ability to better protect to the internal wiring of airlocks - Achieved by opening the maintenance panel, adding either steel or plasteel to the airlock, then welding the plate in place - To access the wiring, the plating must be cut with a welder and then pried out with a crowbar * Code revisions - Cleaned up the code - Cutting the security grille can now shock you - Atmospherics and Security dept airlocks start with a medium level of protection (a welded steel plate) - Command dept airlocks start with a high level of protection (a welded plasteel plate and electrified security grille) * Code revision - Accounted for a potentially null string * Update Content.Server/Construction/Completions/AttemptElectrocute.cs Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com> * Update ChangeWiresPanelSecurityLevel.cs Adjusted scope * Update Content.Shared/Wires/SharedWiresSystem.cs Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com> * Update Content.Shared/Wires/SharedWiresSystem.cs Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com> * Update ChangeWiresPanelSecurityLevel.cs Removed get / setter and added [ValidatePrototypeId] attribute * Update ChangeWiresPanelSecurityLevel.cs Set security level to "Level0" as the default * Update airlock.yml Removed 'super max' level of security * Update WiresPanelSecurityLevelPrototype.cs * Update WiresSystem.cs Added check for WiresAccessible to OnInteractUsing * Update AttemptElectrocute.cs File scoped namespace * Update ChangeWiresPanelSecurityLevel.cs File scoped namespace * Update AirlockSystem.cs File scoped namespace * Update SharedWiresSystem.cs Removed boiler plate 'OnGetState' and 'OnHandleState' * Update WiresPanelComponent.cs Implemented AutoGenerateComponentState * Removed unnecessary usage references * use TryCloseAll when wires not accessible * minor changes to AttemmptElectrocute * lets try all 7 levels * fix indent in airlock graph * fix indent 2 --------- Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com> Co-authored-by: Slava0135 <super.novalskiy_0135@inbox.ru>
37 lines
1.0 KiB
C#
37 lines
1.0 KiB
C#
using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Wires;
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[NetworkedComponent, RegisterComponent]
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[Access(typeof(SharedWiresSystem))]
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[AutoGenerateComponentState]
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public sealed partial class WiresPanelComponent : Component
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{
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/// <summary>
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/// Is the panel open for this entity's wires?
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/// </summary>
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[DataField("open")]
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[AutoNetworkedField]
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public bool Open;
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/// <summary>
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/// Should this entity's wires panel be visible at all?
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/// </summary>
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[ViewVariables]
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[AutoNetworkedField]
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public bool Visible = true;
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[DataField("screwdriverOpenSound")]
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public SoundSpecifier ScrewdriverOpenSound = new SoundPathSpecifier("/Audio/Machines/screwdriveropen.ogg");
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[DataField("screwdriverCloseSound")]
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public SoundSpecifier ScrewdriverCloseSound = new SoundPathSpecifier("/Audio/Machines/screwdriverclose.ogg");
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[AutoNetworkedField]
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public string? WiresPanelSecurityExamination = default!;
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[AutoNetworkedField]
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public bool WiresAccessible = true;
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}
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