* setup some data * cheeseburger recipe * Update FoodSequenceSystem.cs * finalize cheseburger recipe * remove fun * return old taco sprites * full foodsequence data refactor * return tacos * well done * add cutlets to burger * chickenburger recipe * +2 burger recipes * more fun * Update brain.png * some slice produce added * documentation * watermelon * skewer work * flipping * tomato * skewer watermelon * Update skewer.yml * oopsie, ok, im go to sleep * fix checks * Update produce.yml * screwed * cheeeeeeeese * all cooked meat added * produce added * aaaaand suppermatter * key to Tag * More * proto string remove * raw snail * fix * Update FoodMetamorphableByAddingComponent.cs * fixes * fix3 * fififififx
18 lines
594 B
C#
18 lines
594 B
C#
using Content.Shared.Nutrition.EntitySystems;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Nutrition.Components;
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/// <summary>
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/// Attempts to metamorphose a modular food when a new ingredient is added.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedFoodSequenceSystem))]
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public sealed partial class FoodMetamorphableByAddingComponent : Component
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{
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/// <summary>
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/// if true, the metamorphosis will only be attempted when the sequence ends, not when each element is added.
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/// </summary>
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[DataField]
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public bool OnlyFinal = true;
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}
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