* refactor(src): Minor refactor of Draw in "AdminNameOverlay. And new info about playtime player * fix(src): Add configure classic admin owerlay * fix * antag status indication rework * the cvars are free, you can just take them * update playerlist on cvar change * more overlay options * tweak(src): Use _antagLabelClassic and tweak style * tweak(src): Add config display overlay for startingJob and playTime * tweak(src): Vector2 is replaced by var * tweak(src): return to the end of the list * add new option checkboxes * passing ConfigurationManager through constructor, some format changes * made sorting values more futureproof * comments * labels * no point commenting this out when the overlay stack PR will uncomment it again anyway * sorting prototype * localize symbols because why not * symmetry * Revert "localize symbols because why not" This reverts commit 922d4030300285a45777d62fcfd9c74b25fe7a60. * layout and formatting stuff * fix errant space --------- Co-authored-by: Schrödinger <132720404+Schrodinger71@users.noreply.github.com>
63 lines
1.9 KiB
C#
63 lines
1.9 KiB
C#
using Content.Shared.Mind;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Roles;
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/// <summary>
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/// This holds data for, and indicates, a Mind Role entity
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class MindRoleComponent : BaseMindRoleComponent
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{
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/// <summary>
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/// Marks this Mind Role as Antagonist
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/// A single antag Mind Role is enough to make the owner mind count as Antagonist.
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/// </summary>
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[DataField]
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public bool Antag { get; set; } = false;
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/// <summary>
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/// The mind's current antagonist/special role, or lack thereof;
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/// </summary>
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[DataField]
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public ProtoId<RoleTypePrototype>? RoleType;
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/// <summary>
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/// True if this mindrole is an exclusive antagonist. Antag setting is not checked if this is True.
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/// </summary>
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[DataField]
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public bool ExclusiveAntag { get; set; } = false;
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/// <summary>
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/// The Mind that this role belongs to
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/// </summary>
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public Entity<MindComponent> Mind { get; set; }
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/// <summary>
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/// The Antagonist prototype of this role
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/// </summary>
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[DataField]
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public ProtoId<AntagPrototype>? AntagPrototype { get; set; }
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/// <summary>
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/// The Job prototype of this role
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/// </summary>
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[DataField]
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public ProtoId<JobPrototype>? JobPrototype { get; set; }
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/// <summary>
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/// Used to order the characters on by role/antag status. Highest numbers are shown first.
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/// </summary>
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[DataField]
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public int SortWeight;
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}
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// Why does this base component actually exist? It does make auto-categorization easy, but before that it was useless?
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// I used it for easy organisation/bookkeeping of what components are for mindroles
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[EntityCategory("Roles")]
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public abstract partial class BaseMindRoleComponent : Component
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{
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}
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