* Offbrand medical * what if we regrade * zombies are mostly there thats it thats a wrap xd * here's changeling * some bonus gut punches * start working on the guidebook * fix rsi and yaml lints * my agrichem so fits * we stay rejuvenated * my china so laked * debrute * fix suicide * fix the suicide tests * my surgery so requires laying down * the guidebook continues * READ KEB PAGES * keb vascular recoupler * read keb medicine * fix yaml lint * fix the EntityRemoveConstructionGraphStep * fix overlay init * scalpels are not a food tool * return of the programmer art * my line so nieuw * boxes deserve veins too * mrrrp yaml * what if we redid brain damage alerts * bloot pressure * kill mannitol drowsiness * get licensed * my read so me * get feedbacked nerd * fine-tune the heart stoppage conditions * cryostasis adjustments, guidebook adjustments, fix negative strain issues * my surgery so table * fix heart surgery and guidebook * medicine & defibrillator pass * iv bags and stands * prefills * janet gets very sidetracked * mostly finished iv stuff * what if we fixed the guidebook * halve decapoid cryostasis * my medicines so IV * finetune cryostasis * less logspam * metabolism-aware iv stands and cryopods * give people painkillers * yaml lint real * fix blood build * finish rebase * tidy up localization * clean up my yaml beasties... * soft curve after exceeding maximum damage * husks/bonedeaths Grabbag of Offmed fixes & improvements (#3461) * CPR moment * Mob AI fix * Fix brain oxygenation not updating on regeneration * sorry gamers you cannot resist the pull * Troll combat abilities more in softcrit praying rn (#3467) dont have CPR be 50% (#3468) Make offbrand murder easier to contend with (#3473) * e * disrupt people in softcrit when attacking them * ok gamers we're gaming * forgor Hopefully final pass before Offbrand merge (#3475) First pass of Offbrand adjustments (#3477) Swap blood pressure values in health analyzer (#3476) Systolic over diastolic Co-authored-by: Kip <32859367+kipdotnet@users.noreply.github.com> Offbrand pass 2: Mostly bugfixes (#3480) Fix zeds causing PVS reloads (#3482) Offbrand pass 3: I hate surgery I hate surgery I hate surgery I (#3481) * set up surgery ui * test fail real Pain/braingasps (#3487) Offmed bundle 5 - the evil one (#3489) * Evil cavity surgery * les borgues * nicotine moment * epinephrine RNG * legalese * test fail real * ok jamers cope with c4 Pass 6
120 lines
3.2 KiB
C#
120 lines
3.2 KiB
C#
using System.Numerics;
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using Content.Shared.Alert;
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using Content.Shared.Whitelist;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Buckle.Components;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(SharedBuckleSystem))]
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public sealed partial class StrapComponent : Component
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{
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/// <summary>
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/// The entities that are currently buckled to this strap.
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/// </summary>
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[DataField, AutoNetworkedField]
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[Access(typeof(SharedBuckleSystem), Other = AccessPermissions.ReadExecute)] // Offbrand
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public HashSet<EntityUid> BuckledEntities = new();
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/// <summary>
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/// Entities that this strap accepts and can buckle
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/// If null it accepts any 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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/// Entities that this strap does not accept and cannot buckle.
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/// </summary>
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[DataField]
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public EntityWhitelist? Blacklist;
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/// <summary>
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/// The change in position to the strapped mob
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/// </summary>
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[DataField, AutoNetworkedField]
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public StrapPosition Position = StrapPosition.None;
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/// <summary>
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/// The buckled entity will be offset by this amount from the center of the strap object.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Vector2 BuckleOffset = Vector2.Zero;
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/// <summary>
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/// The angle to rotate the player by when they get strapped
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/// </summary>
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[DataField]
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public Angle Rotation;
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/// <summary>
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/// The size of the strap which is compared against when buckling entities
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/// </summary>
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[DataField]
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public int Size = 100;
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/// <summary>
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/// If disabled, nothing can be buckled on this object, and it will unbuckle anything that's already buckled
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Enabled = true;
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/// <summary>
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/// The sound to be played when a mob is buckled
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/// </summary>
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[DataField]
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public SoundSpecifier BuckleSound = new SoundPathSpecifier("/Audio/Effects/buckle.ogg");
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/// <summary>
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/// The sound to be played when a mob is unbuckled
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/// </summary>
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[DataField]
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public SoundSpecifier UnbuckleSound = new SoundPathSpecifier("/Audio/Effects/unbuckle.ogg");
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/// <summary>
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/// ID of the alert to show when buckled
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/// </summary>
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[DataField]
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public ProtoId<AlertPrototype> BuckledAlertType = "Buckled";
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/// <summary>
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/// How long it takes to buckle someone else into a chair
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/// </summary>
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[DataField]
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public float BuckleDoafterTime = 2f;
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/// <summary>
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/// Whether InteractHand will buckle the user to the strap.
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/// </summary>
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[DataField]
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public bool BuckleOnInteractHand = true;
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}
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public enum StrapPosition
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{
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/// <summary>
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/// (Default) Makes no change to the buckled mob
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/// </summary>
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None = 0,
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/// <summary>
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/// Makes the mob stand up
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/// </summary>
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Stand,
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/// <summary>
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/// Makes the mob lie down
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/// </summary>
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Down
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}
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[Serializable, NetSerializable]
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public enum StrapVisuals : byte
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{
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RotationAngle,
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State
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}
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