* Fix outdated component name in assaultbelt whitelist RangedMagazine was replaced with BallisticAmmoProvider in the Gun refactor (#8301) * Move FlashOnTrigger, SmokeOnTrigger, Flash components to Shared * Move LightReplacerComponent to Shared * Move Utensil, Mousetrap components to Shared * Move SprayPainterComponent to Shared The PaintableAirlock tag has also been removed, as it was unused & unnecessary, likely a vestige of spray painter development when the PaintableAirlock component wasn't in Content.Shared. * Add trivial Produce and Seed components to Client This allows the plant bag and botanical belt whitelists to correctly match produce and seeds on the client, fixing the extraneous "Can't insert" message that previously appeared. --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
45 lines
1.6 KiB
C#
45 lines
1.6 KiB
C#
using Content.Shared.Explosion.EntitySystems;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Explosion.EntitySystems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Explosion.Components;
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/// <summary>
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/// Creates a smoke cloud when triggered, with an optional solution to include in it.
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/// No sound is played incase a grenade is stealthy, use <see cref="SoundOnTriggerComponent"/> if you want a sound.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedSmokeOnTriggerSystem))]
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public sealed partial class SmokeOnTriggerComponent : Component
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{
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/// <summary>
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/// How long the smoke stays for, after it has spread.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float Duration = 10;
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/// <summary>
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/// How much the smoke will spread.
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/// </summary>
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[DataField(required: true), ViewVariables(VVAccess.ReadWrite)]
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public int SpreadAmount;
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/// <summary>
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/// Smoke entity to spawn.
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/// Defaults to smoke but you can use foam if you want.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public ProtoId<EntityPrototype> SmokePrototype = "Smoke";
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/// <summary>
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/// Solution to add to each smoke cloud.
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/// </summary>
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/// <remarks>
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/// When using repeating trigger this essentially gets multiplied so dont do anything crazy like omnizine or lexorin.
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/// </remarks>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public Solution Solution = new();
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}
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