Files
tbd-station-14/Content.Shared/Nutrition/Components/DrinkComponent.cs
Princess Cheeseballs 91854e0776 Debody Food and Drink Systems, Combine Food and Drink into One System. (#39031)
* Shelve

* 22 file diff

* What if it was just better

* Hold that thought

* Near final Commit, then YAML hell

* 95% done with cs

* Working Commit

* Final Commit (Before reviews tear it apart and kill me)

* Add a really stupid comment.

* KILL

* EXPLODE TEST FAILS WITH MY MIND

* I hate it here

* TACTICAL NUCLEAR STRIKE

* Wait what the fuck was I doing?

* Comments

* Me when I'm stupid

* Food doesn't need solutions

* API improvements with some API weirdness

* Move non-API out of API

* Better comment

* Fixes and spelling mistakes

* Final fixes

* Final fixes for real...

* Kill food and drink localization files because I hate them.

* Water droplet fix

* Utensil fixes

* Fix verb priority (It should've been 2)

* A few minor localization fixes

* merge conflict and stuff

* MERGE CONFLICT NUCLEAR WAR!!!

* Cleanup

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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2025-08-06 12:53:38 -04:00

42 lines
1.3 KiB
C#

using Content.Shared.Nutrition.EntitySystems;
using Content.Shared.FixedPoint;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Nutrition.Components;
[Obsolete("Migration to Content.Shared.Nutrition.Components.EdibleComponent is required")]
[NetworkedComponent, AutoGenerateComponentState]
[RegisterComponent, Access(typeof(SharedDrinkSystem))]
public sealed partial class DrinkComponent : Component
{
[DataField]
public string Solution = "drink";
[DataField, AutoNetworkedField]
public SoundSpecifier UseSound = new SoundPathSpecifier("/Audio/Items/drink.ogg");
[DataField, AutoNetworkedField]
public FixedPoint2 TransferAmount = FixedPoint2.New(5);
/// <summary>
/// How long it takes to drink this yourself.
/// </summary>
[DataField, AutoNetworkedField]
public float Delay = 1;
/// <summary>
/// If true, trying to drink when empty will not handle the event.
/// This means other systems such as equipping on use can run.
/// Example usecase is the bucket.
/// </summary>
[DataField]
public bool IgnoreEmpty;
/// <summary>
/// This is how many seconds it takes to force feed someone this drink.
/// </summary>
[DataField, AutoNetworkedField]
public float ForceFeedDelay = 3;
}