* Add nullable to some Content.Shared files. * Use [NotNullWhen(true)] * Undo adding now redundant !'s * Forgot one * Add a ton more nullable * You can guess * Fix some issues * It actually compiles now * Auto stash before merge of "null2" and "origin/master" * I lied * enable annotations -> enable * Revert ActionBlockerSystem.cs to original * Fix ActionBlockerSystem.cs * More nullable * Undo some added exclamation marks * Fix issues * Update Content.Shared/Maps/ContentTileDefinition.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Resolve some issues * Remove unused method * Fix more issues * Fix more issues * Fix more issues * Fix more issues * Fix issue, rollback SharedGhostComponent.cs * Update submodule * Fix issue, invert some if-statements to reduce nesting * Revert RobustToolbox * FIx things broken by merge * Some fixes - Replaced with string.Empty - Remove some exclamation marks - Revert file * Some fixes * Trivial #nullable enable * Fix null ables Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
48 lines
1.4 KiB
C#
48 lines
1.4 KiB
C#
#nullable enable
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components
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{
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public abstract class SharedRadiationPulseComponent : Component
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{
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public override string Name => "RadiationPulse";
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public override uint? NetID => ContentNetIDs.RADIATION_PULSE;
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public virtual float RadsPerSecond { get; set; }
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/// <summary>
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/// Radius of the pulse from its position
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/// </summary>
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public virtual float Range { get; set; }
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public virtual bool Decay { get; set; }
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public virtual bool Draw { get; set; }
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public virtual TimeSpan EndTime { get; }
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}
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/// <summary>
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/// For syncing the pulse's lifespan between client and server for the overlay
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/// </summary>
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[Serializable, NetSerializable]
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public class RadiationPulseState : ComponentState
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{
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public readonly float RadsPerSecond;
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public readonly float Range;
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public readonly bool Draw;
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public readonly bool Decay;
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public readonly TimeSpan EndTime;
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public RadiationPulseState(float radsPerSecond, float range, bool draw, bool decay, TimeSpan endTime) : base(ContentNetIDs.RADIATION_PULSE)
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{
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RadsPerSecond = radsPerSecond;
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Range = range;
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Draw = draw;
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Decay = decay;
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EndTime = endTime;
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}
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}
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}
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