* Adding shock collar with the new ShockOnTrigger * Cleaning and updating the shock collar * Add StripDelay datafield to ClothingComponent * Adding SelfUnremovableClothingComponent * ShockCollar Update * Correction of the shock collar * Correction of the shock collar 2 * Renaming the DamageSpecifier DataField to Damage * Fixing the damage field in ShockCollar * Cleaning the ShockCollar * Renaming ShockCollar to ClothingNeckShockCollar * Adding ClothingNeckShockCollar as a stealTarget to a thief * Fixing a typo of the sprite path in ClothingNeckShockCollar * Cleaning the ShockOnTriggerComponent * Revision of SelfUnremovableClothing * Adding a ClothingBackpackElectropack * Sprite fix * Code review * Shock Collar sprite update * add commit hash --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
94 lines
3.5 KiB
C#
94 lines
3.5 KiB
C#
using Content.Shared.DoAfter;
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using Content.Shared.Inventory;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Strip.Components
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{
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[RegisterComponent, NetworkedComponent]
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public sealed partial class StrippableComponent : Component
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{
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/// <summary>
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/// The strip delay for hands.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("handDelay")]
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public TimeSpan HandStripDelay = TimeSpan.FromSeconds(4f);
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}
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[NetSerializable, Serializable]
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public enum StrippingUiKey : byte
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{
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Key,
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}
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[NetSerializable, Serializable]
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public sealed class StrippingSlotButtonPressed(string slot, bool isHand) : BoundUserInterfaceMessage
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{
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public readonly string Slot = slot;
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public readonly bool IsHand = isHand;
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}
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[NetSerializable, Serializable]
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public sealed class StrippingEnsnareButtonPressed : BoundUserInterfaceMessage;
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[ByRefEvent]
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public abstract class BaseBeforeStripEvent(TimeSpan initialTime, bool stealth = false) : EntityEventArgs, IInventoryRelayEvent
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{
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public readonly TimeSpan InitialTime = initialTime;
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public float Multiplier = 1f;
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public TimeSpan Additive = TimeSpan.Zero;
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public bool Stealth = stealth;
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public TimeSpan Time => TimeSpan.FromSeconds(MathF.Max(InitialTime.Seconds * Multiplier + Additive.Seconds, 0f));
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public SlotFlags TargetSlots { get; } = SlotFlags.GLOVES;
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}
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/// <summary>
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/// Used to modify strip times. Raised directed at the item being stripped.
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/// </summary>
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/// <remarks>
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/// This is also used by some stripping related interactions, i.e., interactions with items that are currently equipped by another player.
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/// </remarks>
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[ByRefEvent]
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public sealed class BeforeItemStrippedEvent(TimeSpan initialTime, bool stealth = false) : BaseBeforeStripEvent(initialTime, stealth);
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/// <summary>
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/// Used to modify strip times. Raised directed at the user.
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/// </summary>
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/// <remarks>
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/// This is also used by some stripping related interactions, i.e., interactions with items that are currently equipped by another player.
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/// </remarks>
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[ByRefEvent]
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public sealed class BeforeStripEvent(TimeSpan initialTime, bool stealth = false) : BaseBeforeStripEvent(initialTime, stealth);
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/// <summary>
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/// Used to modify strip times. Raised directed at the target.
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/// </summary>
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/// <remarks>
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/// This is also used by some stripping related interactions, i.e., interactions with items that are currently equipped by another player.
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/// </remarks>
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[ByRefEvent]
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public sealed class BeforeGettingStrippedEvent(TimeSpan initialTime, bool stealth = false) : BaseBeforeStripEvent(initialTime, stealth);
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/// <summary>
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/// Organizes the behavior of DoAfters for <see cref="StrippableSystem">.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed partial class StrippableDoAfterEvent : DoAfterEvent
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{
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public readonly bool InsertOrRemove;
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public readonly bool InventoryOrHand;
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public readonly string SlotOrHandName;
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public StrippableDoAfterEvent(bool insertOrRemove, bool inventoryOrHand, string slotOrHandName)
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{
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InsertOrRemove = insertOrRemove;
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InventoryOrHand = inventoryOrHand;
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SlotOrHandName = slotOrHandName;
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}
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public override DoAfterEvent Clone() => this;
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}
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}
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