* mechs * interaction relay * atmos handling * fuck around with interaction events SPAGHETTI CODE OH MY GOD * more sprites and whatever the hell * more mech shit * more shit for equipment * starting equipment (for nukie mechs and such) * equipment cycling * starting with some of the ui * a fat chunk of ui prototyping * done tinkering with ui * a bunch of ui stuff and what have yous * cleaning up grabber and state handling * make the ui actually functional + watch me port a million icons I swear i'll prune the sprites later blease * start on construction * construction yo mamma * remove some unused files * fix a silly * make the graph sane * make it actually constructible. * print the boards as well, bozo * rebalance part prices * eject action also i appease the russians by remembering to localize * Punch Shit * make mech integrity and repairs work * Make the UI more based STOMP STOMP STOMP STOMP * make equipment even more based * batteries and other such delights * make the ui look pimpin af * make the construction mega based * UI but so epic * equipment * some sweat tweaks * damage rebalancing * restructure tech * fix some shit * mechs inherit access * make icons actually use sprite specifiers * TRAILING COMMAA!!!!! * fix a mild indentation sin * undo this change because it isn't needed * actually fix this * secret webeditting shhhh * place this tech here * comments * foo
27 lines
626 B
C#
27 lines
626 B
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Mech.Components;
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/// <summary>
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/// Attached to entities piloting a <see cref="SharedMechComponent"/>
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/// </summary>
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/// <remarks>
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/// Get in the robot, Shinji
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/// </remarks>
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[RegisterComponent, NetworkedComponent]
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public sealed class MechPilotComponent : Component
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{
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/// <summary>
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/// The mech being piloted
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public EntityUid Mech;
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}
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[Serializable, NetSerializable]
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public sealed class MechPilotComponentState : ComponentState
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{
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public EntityUid Mech;
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}
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