* setup codebase * Add first shuttle * tak * sync striker * sync 2 * pipipi * Preloaded roundstart shuttles! * Make it abstract "PreloaderGrid" not "PreloaderShuttle" * to do * added china cuisin shuttle * fixes * add disaster evacpod * remove enemy * final shuttles * weight 5 -> 10 * move data to component * remove autotrailer touching * doc, respath * fix frozen positioning * fixes + cvar * finally * fix evacpod * remove blacklistrules * remove `UnknownShuttleSpawnRule`, refactor `LoadMapRule` to support preloaded grids * use tryload * cleanup * fixes * use preloadedgrid for loneops * weight unknown shuttles differently (preliminal) * leftover * cleanup and raffling * partial review * singleton gridpreloader no station coupling * fix grid atmoses * `roleLoadout` support for `LoadoutComponent`, fix missing gear * weighting changes * init logic fix --------- Co-authored-by: Kara <lunarautomaton6@gmail.com>
31 lines
1007 B
C#
31 lines
1007 B
C#
using Content.Shared.Preferences.Loadouts;
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using Content.Shared.Roles;
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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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public sealed partial class LoadoutComponent : Component
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{
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/// <summary>
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/// A list of starting gears, of which one will be given.
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/// All elements are weighted the same in the list.
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///
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/// If not specified, <see cref="RoleLoadout"/> will be used instead.
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/// </summary>
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[DataField("prototypes")]
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[AutoNetworkedField]
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public List<ProtoId<StartingGearPrototype>>? StartingGear;
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/// <summary>
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/// A list of role loadouts, of which one will be given.
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/// All elements are weighted the same in the list.
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///
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/// If not specified, <see cref="StartingGear"/> will be used instead.
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/// </summary>
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[DataField]
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[AutoNetworkedField]
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public List<ProtoId<RoleLoadoutPrototype>>? RoleLoadout;
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}
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