Files
tbd-station-14/Content.Shared/GameObjects/ContentNetIDs.cs
metalgearsloth 95995b6232 Add a LOT more dakka (#1033)
* Start adding flashy flash

* Change slop

Might give a smoother decline

* flashy flash

* Add flashbang and flash projectiles

Bang bang bang pull my flash trigger

* Add collision check to area flash

* Flash cleanupo

* flash.ogg mixed to mono
* Adjusted flash curve again

* Enhancing flashes with unshaded and lights and shit

Still a WIP

* Add the other ballistic gun types

Re-organised some of the gun stuff so the powercell guns share the shooting code with the ballistic guns.

* Re-merging branch with master

Also fixed some visualizer bugs

* Last cleanup

Fixed some crashes
Fixed Deckard sprite
Fixed Hitscan effects
Re-applied master changes
Re-factor to using soundsystem
Add some more audio effects

* Cleanup flashes for merge

Can put flashbangs in lockers so you don't get blinded

Fix some bugs

* Fix shotties

Also removed some redundant code

* Bulldoze some legacycode

brrrrrrrrt

* Fix clientignore warnings

* Add the other Stunnable types to StunnableProjectile

* Some gun refactoring

* Removed extra visualizers
* All casing ejections use the same code
* Speed loaders can have their ammo pulled out
* Bolt sound less loud

* Stop ThrowController from throwing

* Fix speed loader visuals

* Update hitscan collision mask and fix typo

* Cleanup

* Fit hitscan and flashbang collisions
* Use the new flags support

* Update taser placeholder description

* Update protonames per style guide

* Add yaml flag support for gun firerates

* Cleanup crew

* Fix Audio up (components, audio file, + remove global sounds)
* Add server-side recoil back-in (forgot that I was testing this client-side)
* Add Flag support for fire-rate selectors

* Wrong int you dolt

* Fix AI conflicts

Haha ranged bulldozer go BRR
(I'll rewrite it after the other AI systems are done).

* Mix bang.ogg from stereo to mono

* Make sure serializer's reading for guns

Fixes integration test

* Change EntitySystem calls to use the static function

Also removed the Pumpbarrel commented-out code

* Change StunnableProjectile defaults to 0

* Fix taser paralyse

Apparently removing defaults means you have to specify the values, whodathunkit

* Add slowdown to stunnableprojectiles and fix tasers

* Remove FlagsFor from gun components

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-06-21 21:47:15 +02:00

59 lines
2.3 KiB
C#

namespace Content.Shared.GameObjects
{
// Starting from 1000 to avoid crossover with engine.
public static class ContentNetIDs
{
public const uint DAMAGEABLE = 1000;
public const uint DESTRUCTIBLE = 1001;
public const uint MAGAZINE_BARREL = 1002;
public const uint HANDS = 1003;
public const uint SOLUTION = 1004;
public const uint STORAGE = 1005;
public const uint INVENTORY = 1006;
public const uint POWER_DEBUG_TOOL = 1007;
// 1008
// 1009
public const uint RANGED_WEAPON = 1010;
public const uint CAMERA_RECOIL = 1011;
public const uint SOUND = 1012;
public const uint ITEM = 1013;
public const uint CLOTHING = 1014;
public const uint ENTITYSTORAGE = 1015;
public const uint LATHE = 1016;
public const uint LATHE_DATABASE = 1017;
public const uint MATERIAL_STORAGE = 1018;
public const uint HAND_TELEPORTER = 1019;
public const uint VENDING_MACHINE = 1020;
public const uint PROTOLATHE_DATABASE = 1021;
public const uint TECHNOLOGY_DATABASE = 1022;
public const uint RESEARCH_CONSOLE = 1023;
public const uint WIRES = 1024;
public const uint COMBATMODE = 1025;
public const uint STATUSEFFECTS = 1026;
public const uint OVERLAYEFFECTS = 1027;
public const uint STOMACH = 1028;
public const uint ITEMCOOLDOWN = 1029;
public const uint CARGO_ORDER_DATABASE = 1030;
public const uint GALACTIC_MARKET = 1031;
public const uint HUMANOID_APPEARANCE = 1032;
public const uint INSTRUMENTS = 1033;
public const uint WELDER = 1034;
public const uint STACK = 1035;
public const uint HANDHELD_LIGHT = 1036;
public const uint PAPER = 1037;
public const uint REAGENT_INJECTOR = 1038;
public const uint GHOST = 1039;
public const uint MICROWAVE = 1040;
public const uint GRAVITY_GENERATOR = 1041;
public const uint SURGERY = 1042;
public const uint MULTITOOLS = 1043;
public const uint PDA = 1044;
public const uint PATHFINDER_DEBUG = 1045;
public const uint AI_DEBUG = 1046;
public const uint FLASHABLE = 1047;
// Net IDs for integration tests.
public const uint PREDICTION_TEST = 10001;
}
}