* Toilet Draft * fixes * toilets now have secret stash to place items in cistern. * fixes * plungers now unblock toilets. * fix sprite * new sprites and fix * fixes * improve seat sprites. * fix * removed visualisersystem changed to genericvisualizers * flush sound for toilets and copyright for toilet sprites. * fix atrributions * fixes * fix datafield flushtime * sprite improvements * fixes * multiple changes * fix * fix * fixes remove vv * moved stash related functions to secret stash system from toilet. * fix * fix * changes for recent review. * fix * fix
43 lines
1.2 KiB
C#
43 lines
1.2 KiB
C#
using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Content.Shared.Random;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Plunger.Components
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{
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/// <summary>
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/// Entity can interact with plungers.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class PlungerUseComponent : Component
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{
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/// <summary>
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/// If true entity has been plungered.
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/// </summary>
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[DataField]
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[AutoNetworkedField]
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public bool Plunged;
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/// <summary>
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/// If true entity can interact with plunger.
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/// </summary>
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[DataField]
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[AutoNetworkedField]
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public bool NeedsPlunger = false;
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/// <summary>
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/// A weighted random entity prototype containing the different loot that rummaging can provide.
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/// </summary>
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[DataField]
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[AutoNetworkedField]
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public ProtoId<WeightedRandomEntityPrototype> PlungerLoot = "PlungerLoot";
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/// <summary>
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/// Sound played on rummage completion.
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/// </summary>
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[DataField]
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public SoundSpecifier Sound = new SoundPathSpecifier("/Audio/Effects/Fluids/glug.ogg");
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}
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}
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