* cloning refactor * cleanup and fixes * don't pick from 0 * give dwarves the correct species * fix dna and bloodstream reagent data cloning * don't copy helmets * be less redundant
79 lines
1.8 KiB
C#
79 lines
1.8 KiB
C#
using Content.Shared.DeviceLinking;
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using Content.Shared.Materials;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Cloning;
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[RegisterComponent]
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public sealed partial class CloningPodComponent : Component
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{
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[DataField]
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public ProtoId<SinkPortPrototype> PodPort = "CloningPodReceiver";
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[ViewVariables]
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public ContainerSlot BodyContainer = default!;
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/// <summary>
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/// How long the cloning has been going on for.
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/// </summary>
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[ViewVariables]
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public float CloningProgress = 0;
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[ViewVariables]
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public int UsedBiomass = 70;
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[ViewVariables]
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public bool FailedClone = false;
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/// <summary>
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/// The material that is used to clone entities.
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/// </summary>
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[DataField]
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public ProtoId<MaterialPrototype> RequiredMaterial = "Biomass";
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/// <summary>
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/// The current amount of time it takes to clone a body.
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/// </summary>
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[DataField]
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public float CloningTime = 30f;
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/// <summary>
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/// The mob to spawn on emag.
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/// </summary>
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[DataField]
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public EntProtoId MobSpawnId = "MobAbomination";
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/// <summary>
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/// The sound played when a mob is spawned from an emagged cloning pod.
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/// </summary>
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[DataField]
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public SoundSpecifier ScreamSound = new SoundCollectionSpecifier("ZombieScreams")
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{
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Params = AudioParams.Default.WithVolume(4),
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};
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[ViewVariables(VVAccess.ReadWrite)]
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public CloningPodStatus Status;
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[ViewVariables]
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public EntityUid? ConnectedConsole;
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}
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[Serializable, NetSerializable]
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public enum CloningPodVisuals : byte
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{
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Status
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}
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[Serializable, NetSerializable]
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public enum CloningPodStatus : byte
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{
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Idle,
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Cloning,
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Gore,
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NoMind
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}
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