* mechs * interaction relay * atmos handling * fuck around with interaction events SPAGHETTI CODE OH MY GOD * more sprites and whatever the hell * more mech shit * more shit for equipment * starting equipment (for nukie mechs and such) * equipment cycling * starting with some of the ui * a fat chunk of ui prototyping * done tinkering with ui * a bunch of ui stuff and what have yous * cleaning up grabber and state handling * make the ui actually functional + watch me port a million icons I swear i'll prune the sprites later blease * start on construction * construction yo mamma * remove some unused files * fix a silly * make the graph sane * make it actually constructible. * print the boards as well, bozo * rebalance part prices * eject action also i appease the russians by remembering to localize * Punch Shit * make mech integrity and repairs work * Make the UI more based STOMP STOMP STOMP STOMP * make equipment even more based * batteries and other such delights * make the ui look pimpin af * make the construction mega based * UI but so epic * equipment * some sweat tweaks * damage rebalancing * restructure tech * fix some shit * mechs inherit access * make icons actually use sprite specifiers * TRAILING COMMAA!!!!! * fix a mild indentation sin * undo this change because it isn't needed * actually fix this * secret webeditting shhhh * place this tech here * comments * foo
35 lines
938 B
C#
35 lines
938 B
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Interaction.Components;
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/// <summary>
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/// Relays an entities interactions to another entity.
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/// This doesn't raise the same events, but just relays
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/// the clicks of the mouse.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(SharedInteractionSystem))]
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public sealed class InteractionRelayComponent : Component
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{
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/// <summary>
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/// The entity the interactions are being relayed to.
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/// </summary>
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[ViewVariables]
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public EntityUid? RelayEntity;
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}
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/// <summary>
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/// Contains network state for <see cref="InteractionRelayComponent"/>
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class InteractionRelayComponentState : ComponentState
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{
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public EntityUid? RelayEntity;
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public InteractionRelayComponentState(EntityUid? relayEntity)
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{
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RelayEntity = relayEntity;
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}
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}
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