* move faction prototype to shared * move faction exception and member stuff to shared * fix breaking changes for random stuff * move pettable friend stuff to shared * mostly fix * final fixy * dragonops * final fixy II * use querys and fix warpspeed fish (probably) * fixer * Rrrr! --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
29 lines
835 B
C#
29 lines
835 B
C#
using Content.Shared.NPC.Prototypes;
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using Content.Shared.NPC.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.NPC.Components;
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[RegisterComponent, NetworkedComponent, Access(typeof(NpcFactionSystem))]
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public sealed partial class NpcFactionMemberComponent : Component
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{
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/// <summary>
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/// Factions this entity is a part of.
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/// </summary>
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[DataField]
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public HashSet<ProtoId<NpcFactionPrototype>> Factions = new();
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/// <summary>
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/// Cached friendly factions.
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/// </summary>
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[ViewVariables]
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public readonly HashSet<ProtoId<NpcFactionPrototype>> FriendlyFactions = new();
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/// <summary>
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/// Cached hostile factions.
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/// </summary>
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[ViewVariables]
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public readonly HashSet<ProtoId<NpcFactionPrototype>> HostileFactions = new();
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}
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