* Fix Finish and update submodule Comments code, changes network messages FIXES THE USE INTERACTION SO YOU CAN ACTUALLY ACTIVATE THINGS NOW Need engine commits We'll figure out what to do about this shit later eh mates? Maybe have a script in the build process that automatically moves them over to godot/scenes Changes some prototypes and fixes stuff Fixes some more bugs, makes storage values show up properly Part 3 Part 2 Storage Take 1 * Doneso
50 lines
1.8 KiB
C#
50 lines
1.8 KiB
C#
using Content.Client.GameObjects;
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using Content.Client.GameObjects.Components.Storage;
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using Content.Client.Interfaces.GameObjects;
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using SS14.Shared.ContentPack;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.IoC;
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namespace Content.Client
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{
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public class EntryPoint : GameClient
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{
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public override void Init()
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{
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var factory = IoCManager.Resolve<IComponentFactory>();
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factory.RegisterIgnore("Inventory");
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factory.RegisterIgnore("Item");
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factory.RegisterIgnore("Interactable");
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factory.RegisterIgnore("Damageable");
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factory.RegisterIgnore("Destructible");
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factory.RegisterIgnore("Temperature");
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factory.RegisterIgnore("PowerTransfer");
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factory.RegisterIgnore("PowerNode");
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factory.RegisterIgnore("PowerProvider");
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factory.RegisterIgnore("PowerDevice");
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factory.RegisterIgnore("PowerStorage");
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factory.RegisterIgnore("PowerGenerator");
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factory.RegisterIgnore("Wirecutter");
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factory.RegisterIgnore("Screwdriver");
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factory.RegisterIgnore("Multitool");
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factory.RegisterIgnore("Welder");
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factory.RegisterIgnore("Wrench");
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factory.RegisterIgnore("Crowbar");
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factory.RegisterIgnore("HitscanWeapon");
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factory.RegisterIgnore("ProjectileWeapon");
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factory.RegisterIgnore("Projectile");
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factory.RegisterIgnore("MeleeWeapon");
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factory.RegisterIgnore("Storeable");
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factory.Register<HandsComponent>();
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factory.RegisterReference<HandsComponent, IHandsComponent>();
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factory.Register<ClientStorageComponent>();
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factory.Register<ClientDoorComponent>();
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}
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}
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}
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