mirror of
https://github.com/WWhiteDreamProject/wwdpublic.git
synced 2026-04-16 21:17:39 +03:00
* fix: thermals and night vision now work * fix: it has to be this way Signed-off-by: Remuchi <RemuchiOfficial@gmail.com> * fix: I hate the way they are separated * fix: now cult actions close examine menu (#1046) Signed-off-by: Remuchi <RemuchiOfficial@gmail.com> * fix: railins and some other things now dont snap to south upon being built (#1029) * fix: who did this translation wtf * fix: assball bat can now wideswing (#1030) Signed-off-by: Remuchi <RemuchiOfficial@gmail.com> * fix: spend flares are actually spent now (#959) Signed-off-by: Remuchi <RemuchiOfficial@gmail.com> * fix: made part exchange system a bit less shitty I really have no time or interest in it to rewrite it completely rn Signed-off-by: Remuchi <RemuchiOfficial@gmail.com> * fix: fixed cult factories timers being broken Also fixed them being openable by anyone. Signed-off-by: Remuchi <RemuchiOfficial@gmail.com> * Apply suggestions from code review Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> Co-authored-by: RedFoxIV <38788538+RedFoxIV@users.noreply.github.com> --------- Signed-off-by: Remuchi <RemuchiOfficial@gmail.com> Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> Co-authored-by: RedFoxIV <38788538+RedFoxIV@users.noreply.github.com>
58 lines
1.6 KiB
C#
58 lines
1.6 KiB
C#
using Robust.Shared.Audio;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Serialization;
|
|
|
|
namespace Content.Shared.Overlays.Switchable;
|
|
|
|
public abstract partial class SwitchableOverlayComponent : BaseOverlayComponent
|
|
{
|
|
[DataField]
|
|
public virtual bool IsActive { get; set; }
|
|
|
|
[DataField]
|
|
public virtual bool DrawOverlay { get; set; } = true;
|
|
|
|
/// <summary>
|
|
/// Whether it should grant equipment enhanced vision or is it mob vision
|
|
/// </summary>
|
|
[DataField]
|
|
public virtual bool IsEquipment { get; set; }
|
|
|
|
/// <summary>
|
|
/// If it is greater than 0, overlay isn't toggled but pulsed instead
|
|
/// </summary>
|
|
[DataField]
|
|
public virtual float PulseTime { get; set; }
|
|
|
|
[ViewVariables(VVAccess.ReadOnly)]
|
|
public float PulseAccumulator;
|
|
|
|
[DataField]
|
|
public virtual float FlashDurationMultiplier { get; set; } = 1f; // ! goober
|
|
|
|
[DataField]
|
|
public virtual SoundSpecifier? ActivateSound { get; set; } =
|
|
new SoundPathSpecifier("/Audio/Items/Goggles/activate.ogg");
|
|
|
|
[DataField]
|
|
public virtual SoundSpecifier? DeactivateSound { get; set; } =
|
|
new SoundPathSpecifier("/Audio/Items/Goggles/deactivate.ogg");
|
|
|
|
[DataField]
|
|
public virtual EntProtoId? ToggleAction { get; set; }
|
|
|
|
[ViewVariables]
|
|
public EntityUid? ToggleActionEntity;
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public sealed class SwitchableVisionOverlayComponentState : IComponentState
|
|
{
|
|
public Color Color;
|
|
public bool IsActive;
|
|
public SoundSpecifier? ActivateSound;
|
|
public SoundSpecifier? DeactivateSound;
|
|
public EntProtoId? ToggleAction;
|
|
public float LightRadius;
|
|
}
|