* Things and stuff with grids, unfinished w/ code debug changes. * Updated submodule and also lost some progress cause I fucked it up xd * First unfinished draft of the BodySystem. Doesn't compile. * More changes to make it compile, but still just a framework. Doesn't do anything at the moment. * Many cleanup changes. * Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system" This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing changes made to 12d0dd752706bdda8879393bd8191a1199a0c978. * Commit human.yml * Updated a lot of things to be more classy, more progress overall, etc. etc. * Latest update with many changes * Minor changes * Fixed Travis build bug * Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :) * Commit rest of stuff * Latest changes * Latest changes again * 14 naked cowboys * Yay! * Latest changes (probably doesnt compile) * Surgery!!!!!!!!!~1116y * Cleaned some stuff up * More cleanup * Refactoring of code. Basic surgery path now done. * Removed readme, has been added to HackMD * Fixes typo (and thus test errors) * WIP changes, committing so I can pull latest master changes * Still working on that god awful merge * Latest changes * Latest changes!! * Beginning of refactor to BoundUserInterface * Surgery! * Latest changes - fixes pr change requests and random fixes * oops * Fixes bodypart recursion * Beginning of work on revamping the damage system. * More latest changes * Latest changes * Finished merge * Commit before removing old healthcode * Almost done with removing speciescomponent... * It compiles!!! * yahoo more work * Fixes to make it work * Merge conflict fixes * Deleting species visualizer was a mistake * IDE warnings are VERBOTEN * makes the server not kill itself on startup, some cleanup (#1) * Namespaces, comments and exception fixes * Fix conveyor and conveyor switch serialization SS14 in reactive when * Move damage, acts and body to shared Damage cleanup Comment cleanup * Rename SpeciesComponent to RotationComponent and cleanup Damage cleanup Comment cleanup * Fix nullable warnings * Address old reviews Fix off welder suicide damage type, deathmatch and suspicion * Fix new test fail with units being able to accept items when unpowered * Remove RotationComponent, change references to IBodyManagerComponent * Add a bloodstream to humans * More cleanups * Add body conduits, connections, connectors substances and valves * Revert "Add body conduits, connections, connectors substances and valves" This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20. * Implement the heart mechanism behavior with the circulatory network * Added network property to mechanism behaviors * Changed human organ sprites and added missing ones * Fix tests * Add individual body part sprite rendering * Fix error where dropped mechanisms are not initialized * Implement client/server body damage * Make DamageContainer take care of raising events * Reimplement medical scanner with the new body system * Improve the medical scanner ui * Merge conflict fixes * Fix crash when colliding with something * Fix microwave suicides and eyes sprite rendering * Fix nullable reference error * Fix up surgery client side * Fix missing using from merge conflict * Add breathing *inhale * Merge conflict fixes * Fix accumulatedframetime being reset to 0 instead of decreased by the threshold https://github.com/space-wizards/space-station-14/pull/1617 * Use and add to the new AtmosHelpers * Fix feet * Add proper coloring to dropped body parts * Fix Urist's lungs being too strong * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes Co-authored-by: GlassEclipse <tsymall5@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
73 lines
2.9 KiB
C#
73 lines
2.9 KiB
C#
namespace Content.Shared.GameObjects
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{
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// Starting from 1000 to avoid crossover with engine.
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public static class ContentNetIDs
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{
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// 1000
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public const uint DESTRUCTIBLE = 1001;
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public const uint MAGAZINE_BARREL = 1002;
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public const uint HANDS = 1003;
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public const uint SOLUTION = 1004;
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public const uint STORAGE = 1005;
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public const uint INVENTORY = 1006;
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public const uint POWER_DEBUG_TOOL = 1007;
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// 1008
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// 1009
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public const uint RANGED_WEAPON = 1010;
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public const uint CAMERA_RECOIL = 1011;
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public const uint SOUND = 1012;
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public const uint ITEM = 1013;
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public const uint CLOTHING = 1014;
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public const uint ENTITYSTORAGE = 1015;
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public const uint LATHE = 1016;
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public const uint LATHE_DATABASE = 1017;
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public const uint MATERIAL_STORAGE = 1018;
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public const uint HAND_TELEPORTER = 1019;
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public const uint VENDING_MACHINE = 1020;
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public const uint PROTOLATHE_DATABASE = 1021;
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public const uint TECHNOLOGY_DATABASE = 1022;
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public const uint RESEARCH_CONSOLE = 1023;
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public const uint WIRES = 1024;
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public const uint COMBATMODE = 1025;
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public const uint STATUSEFFECTS = 1026;
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public const uint OVERLAYEFFECTS = 1027;
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public const uint STOMACH = 1028;
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public const uint ITEMCOOLDOWN = 1029;
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public const uint CARGO_ORDER_DATABASE = 1030;
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public const uint GALACTIC_MARKET = 1031;
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public const uint HUMANOID_APPEARANCE = 1032;
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public const uint INSTRUMENTS = 1033;
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public const uint WELDER = 1034;
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public const uint STACK = 1035;
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public const uint HANDHELD_LIGHT = 1036;
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public const uint PAPER = 1037;
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public const uint REAGENT_INJECTOR = 1038;
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public const uint GHOST = 1039;
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public const uint MICROWAVE = 1040;
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public const uint GRAVITY_GENERATOR = 1041;
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public const uint SURGERY = 1042;
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public const uint MULTITOOLS = 1043;
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public const uint PDA = 1044;
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public const uint PATHFINDER_DEBUG = 1045;
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public const uint AI_DEBUG = 1046;
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public const uint PLAYER_INPUT_MOVER = 1047;
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public const uint STUNNABLE = 1048;
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public const uint HUNGER = 1049;
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public const uint THIRST = 1050;
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public const uint FLASHABLE = 1051;
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public const uint BUCKLE = 1052;
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public const uint PROJECTILE = 1053;
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public const uint THROWN_ITEM = 1054;
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public const uint STRAP = 1055;
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public const uint DISPOSABLE = 1056;
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public const uint GAS_ANALYZER = 1057;
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public const uint DO_AFTER = 1058;
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public const uint RADIATION_PULSE = 1059;
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public const uint BODY_MANAGER = 1060;
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// Net IDs for integration tests.
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public const uint PREDICTION_TEST = 10001;
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}
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}
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