41 lines
1.2 KiB
C#
41 lines
1.2 KiB
C#
using Content.Shared.Clothing.EntitySystems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Clothing.Components;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(MaskSystem))]
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public sealed partial class MaskComponent : Component
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{
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[DataField, AutoNetworkedField]
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public EntProtoId ToggleAction = "ActionToggleMask";
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/// <summary>
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/// This mask can be toggled (pulled up/down)
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/// </summary>
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[DataField, AutoNetworkedField]
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public EntityUid? ToggleActionEntity;
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[DataField, AutoNetworkedField]
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public bool IsToggled;
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/// <summary>
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/// Equipped prefix to use after the mask was pulled down.
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/// </summary>
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[DataField, AutoNetworkedField]
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public string EquippedPrefix = "up";
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/// <summary>
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/// When <see langword="true"/> will function normally, otherwise will not react to events
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/// </summary>
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[DataField("enabled"), AutoNetworkedField]
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public bool IsEnabled = true;
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/// <summary>
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/// When <see langword="true"/> will disable <see cref="IsEnabled"/> when folded
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool DisableOnFolded;
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}
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