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# Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Ports https://github.com/space-wizards/space-station-14/pull/32294 Ports https://github.com/ss14-harmony/ss14-harmony/pull/310 (and everything needed for it to function) Early-merges https://github.com/space-wizards/space-station-14/pull/34302 Adds the ability for multiple central command maps that get randomly selected. Tested and works. --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 Several contributors - add: Added a new central command map that is randomly picked alongside the old one (thank you to Spanky from Harmony) - add: Added Advanced SMES for mappers. - add: Added the atmospheric network monitor for seeing what the temperature, moles, and pressure is on every pipe everywhere through a computer. - add: Nukie med bundle now contains a compact defibrillator. - add: Ported a better mapping editor. - add: Added the throngler plushie. - remove: Removed the Throngler as a possible loot spawn for gamble crates. --------- Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> (cherry picked from commit 9272f65b64392f66a7cd4fd7c84bb152dc93b65a)
43 lines
1.0 KiB
C#
43 lines
1.0 KiB
C#
using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Shared.Prototypes;
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[Prototype("navMapBlip")]
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public sealed partial class NavMapBlipPrototype : IPrototype
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{
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[ViewVariables]
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[IdDataField]
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public string ID { get; private set; } = default!;
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/// <summary>
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/// Sets whether the associated entity can be selected when the blip is clicked
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/// </summary>
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[DataField]
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public bool Selectable = false;
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/// <summary>
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/// Sets whether the blips is always blinking
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/// </summary>
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[DataField]
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public bool Blinks = false;
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/// <summary>
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/// Sets the color of the blip
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/// </summary>
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[DataField]
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public Color Color { get; private set; } = Color.LightGray;
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/// <summary>
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/// Texture paths associated with the blip
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/// </summary>
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[DataField]
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public ResPath[]? TexturePaths { get; private set; }
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/// <summary>
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/// Sets the UI scaling of the blip
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/// </summary>
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[DataField]
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public float Scale { get; private set; } = 1f;
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}
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