* Laws * positronic brain and PAI rewrite * MMI * MMI pt. 2 * borg brain transfer * Roleban support, Borg job (WIP), the end of mind shenaniganry * battery drain, item slot cleanup, alerts * visuals * fix this pt1 * fix this pt2 * Modules, Lingering Stacks, Better borg flashlight * Start on UI, fix battery alerts, expand activation/deactivation, low movement speed on no power. * sprotes * no zombie borgs * oh fuck yeah i love a good relay * charger * fix the tiniest of sprite issues * adjustable names * a functional UI???? * foobar * more modules * this shit for some reason * upstream * genericize selectable borg modules * upstream again * holy fucking shit * i love christ * proper construction * da job * AA borgs * and boom more shit * admin logs * laws redux * ok just do this rq * oh boy that looks like modules * oh shit research * testos passo * so much shit holy fuck * fuckit we SHIP * last minute snags * should've gotten me on a better day
34 lines
1.0 KiB
C#
34 lines
1.0 KiB
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.Silicons.Borgs.Components;
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/// <summary>
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/// This is used for modules that can be inserted into borgs
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/// to give them unique abilities and attributes.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedBorgSystem))]
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public sealed class BorgModuleComponent : Component
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{
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/// <summary>
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/// The entity this module is installed into
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/// </summary>
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[DataField("installedEntity")]
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public EntityUid? InstalledEntity;
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public bool Installed => InstalledEntity != null;
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}
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/// <summary>
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/// Raised on a module when it is installed in order to add specific behavior to an entity.
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/// </summary>
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/// <param name="ChassisEnt"></param>
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[ByRefEvent]
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public readonly record struct BorgModuleInstalledEvent(EntityUid ChassisEnt);
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/// <summary>
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/// Raised on a module when it's uninstalled in order to
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/// </summary>
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/// <param name="ChassisEnt"></param>
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[ByRefEvent]
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public readonly record struct BorgModuleUninstalledEvent(EntityUid ChassisEnt);
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