Also includes some (non critical) changes to the solution file to re-organize the Roslyn components.
37 lines
1.2 KiB
C#
37 lines
1.2 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Network;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Bed.Cryostorage;
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/// <summary>
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/// This is used to track an entity that is currently being held in Cryostorage.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[AutoGenerateComponentState, AutoGenerateComponentPause]
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public sealed partial class CryostorageContainedComponent : Component
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{
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/// <summary>
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/// If true, the player's mind won't be removed from their body when they are moved into cryosleep
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/// allowing them to rejoin later.
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/// </summary>
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[DataField]
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public bool AllowReEnteringBody;
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/// <summary>
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/// The time at which the cryostorage grace period ends.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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[AutoPausedField]
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public TimeSpan? GracePeriodEndTime;
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/// <summary>
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/// The cryostorage this entity is 'stored' in.
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/// </summary>
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[DataField, AutoNetworkedField]
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public EntityUid? Cryostorage;
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[DataField]
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public NetUserId? UserId;
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}
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