Files
tbd-station-14/Content.Shared/SprayPainter/Components/PaintableAirlockComponent.cs
deltanedas c49c78bafa spray painter rework (#23287)
* refactor and add Department to PaintableAirlock, move it to server dir since its in namespace

* add departments to doors, cleanup

* add style -> departments mapping

* AirlockDepartmentsPrototype

* update shared spray stuff to have department

* name file the same as the class name

* department optional

* refactor spray painter system + send department

* fixy

* client

* no need to rewrite ActivateableUi

* pro ops

* the reckoning

* hiss

* .

* :trollface:

* add standard atmos colors to palette

* Update Content.Shared/SprayPainter/SharedSprayPainterSystem.cs

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Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2024-02-02 09:30:46 +11:00

25 lines
945 B
C#

using Content.Shared.Roles;
using Content.Shared.SprayPainter.Prototypes;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.SprayPainter.Components;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class PaintableAirlockComponent : Component
{
/// <summary>
/// Group of styles this airlock can be painted with, e.g. glass, standard or external.
/// </summary>
[DataField(required: true), AutoNetworkedField]
public ProtoId<AirlockGroupPrototype> Group = string.Empty;
/// <summary>
/// Department this airlock is painted as, or none.
/// Must be specified in prototypes for turf war to work.
/// To better catch any mistakes, you need to explicitly state a non-styled airlock has a null department.
/// </summary>
[DataField(required: true), AutoNetworkedField]
public ProtoId<DepartmentPrototype>? Department;
}