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# Description Adds the Plasmamen as a playable species. Plasmamen are a skeletal species who depend on Plasma to live, and oxygen is highly fatal to them. Being exposed to oxygen will set them on fire, unless they wear their envirosuits. ## Species Guidebook <img width=500px src="https://github.com/user-attachments/assets/a1ef91ef-87b2-4ae0-8b5c-922a0c34777f"> <img width=500px src="https://github.com/user-attachments/assets/110f0fa0-7dc4-410b-a2c0-a517f0311484"> **SPECIAL:** - Plasmamen speak the language Calcic, a language they share with Skeletons. ## Shitmed Integration Plasmamen are the first ever species designed with Shitmed in mind, with one of their core mechanics (self-ignition) powered entirely by Shitmed. Whether or not a Plasmaman ignites from oxygen exposure depends only on their body parts. A Plasmaman with only their head exposed will not burn as much as an entirely naked Plasmaman. You can **transfer** Plasmaman body parts to non-Plasmamen through **surgery** so that they also ignite from oxygen exposure. Meanwhile, a Plasmaman with a non-Plasmaman head can expose their head without self-igniting. https://github.com/user-attachments/assets/0aa33070-04be-4ded-b668-3afb9f4ddd7c ## Technical Details This also cherry-picks https://github.com/space-wizards/space-station-14/pull/28595 as a quality-of-life feature to ensure Plasmamen keep their internals on upon toggling their helmet with a breath mask on. ## TODO ### RELEASE-NECESSARY <details> - [x] Port more envirosuits / enviro helms (job-specific) and their sprites - [x] Remove breath masks from default plasmaman loadouts because the envirohelms already allow them to breathe internals - [x] Change default plasma tank to higher-capacity version - [x] Prevent plasmamen from buying jumpsuits and helmets other than envirosuits - ~~[ ] **Client UI update for loadout groups min/max items and default items**~~ - [x] Plasmaman-specific mask sprites from TG - [x] Disable too cold alert for plasmamen - [x] Create/port sprites for these jobs - [x] Courier - [x] Forensic Mantis - [x] Corpsman (Resprite security envirosuit) - [x] Prison Guard (Resprite security envirosuit) - [x] Magistrate (No Paradise envirosuit so use new colorable envirosuit) - [x] Blueshield (Port from Paradise and tg-ify?) - [x] NanoTrasen Representative (No Paradise envirosuit so use new colorable envirosuit) - [x] Martial Artist (use new colorable envirosuit and make pure white) - [x] Musician (use new colorable envirosuit) - [x] Reporter (use new colorable envirosuit) - [x] Zookeeper (use new colorable envirosuit) - [x] Service Worker (use new colorable envirosuit) - [x] Gladiator - [x] Technical Assistant - [x] Medical Intern - [x] Acolyte / Research Assistant - [x] Security Cadet - [x] Assistant - You know what. These intern jobs are fine. They can use their normal equivalent's envirosuits. - [x] Logistics Officer (use new colorable envirosuit) - [x] Adjust sprites to be closer to actual job - [x] Captain (Shift color to be closer to ss14 captain) - [x] ~~CMO (Remove yellow accents)~~ - [x] Port HoP envirogloves sprite - [x] unique sprite for self-extinguish verb - [x] Refactor conditional gear stuff to live only in StartingGearPrototype with `SubGear` `List<ProtoId<StartingGearPrototype>>` field and `List<Requirement>` field for sub-gear requirements - [x] Add starting gear for paradox anomaly, and antags and ghost roles - [x] Paradox - [x] Nukies - [x] Disaster victims - [x] Listening post operative - [x] Make all envirosuit helmets have a glowing (unshaded) visor - [x] Envirosuit extinguish visuals - [x] JobPrototype: AfterLoadoutSpecial - [x] Set prisoner envirohelm battery to potato, command/sec/dignitary to high-powered - [x] Set base envirosuit extinguishes to 4, sec 6 and command 8 - [x] Improve plasmaman organ extraction experience - [x] Body parts now give 1 plasma sheet each, while Torso gives 3 - [x] Organs can be juiced to get plasma - [x] Make envirohelm flashlights battery-powered - [x] Plasmamen visuals - [x] Grayscale sprites for color customization, and set default skintone color to Plasmaman classic skintone - [x] Plasmaman eye organ sprite - [x] Add basic loadouts - [x] Add way to refill envirosuit charges (refill at medical protolathe after some research) </details> ### Low Importance <details> - [x] Envirogloves - [ ] (SCOPE CREEP) Plasma tanks sprite (only normal emergency/extended, rather low priority) - [ ] (SCOPE CREEP) Modify envirosuit helmet sprites to have a transparent visor - [ ] Glowing eyes/mouth marking - [x] More cargo content with plasma tanks / envirosuits - [x] Plasmaman survival kit like slime - [x] Additional plasma tanks - [ ] (SCOPE CREEP) Plasmaman EVA suits - [x] ~~Add envirosuits to clothesmate~~ - [x] Add more plasma tanks to random lockers and job lockers - [x] Turn envirosuit auto-extinguish into extinguish action - [x] move self-extinguish verb stuff to shared for prediction of the verb - [x] move self-extinguisher stuff away from extinguisher namespace - [x] unique sprite for self-extinguish icon - [x] ~~IDEA: purple glowy fire extinguisher ~~ - [x] on self-extinguish, check for pressure immunity OR ignite from gas immunity properly - [x] See envirosuit extinguish charges in examine - [x] Milk heals on ingestion - [x] Plasma heals on ingestion - [x] Self-ignition doesn't occur on a stasis bed - [x] ~~Self-ignition doesn't occur when dead~~ - [x] Guidebook entry - [x] Make self-ignition ignore damage resistances from fire suits - [x] ~~Make self-ignition ignore damage resistances from armor~~ - [x] ~~Unable to rot?~~ - [x] Make the envirosuit helmet toggle on for the character dummy in lobby - [ ] (SCOPE CREEP) One additional Plasmaman trait - [x] ~~Showers extinguish water as well as water tiles~~ - Unnecessary as stasis beds now prevent ignition, allowing surgery on a plasmaman on stasis beds. - [x] Unique punch animations for Plasmafire Punch/Toxoplasmic Punch traits - [x] Actually remove toxoplasmic it's just slop filler tbh - [ ] Talk sounds - [ ] Normal - [ ] Question - [ ] Yell - [x] Positive moodlet for drinking milk / more positive moodlet for drinking plasma - [x] Increase moodlet bonus and also minimum reagent required for the plasma/milk moodlets - [x] Increase fire rate base stacks on ignite cause putting out your helmet for a few secs isn't that dangerous due to the fire stacks immediately decaying - [x] I think halving firestack fade from -0.1 to -0.05 might work to do the same thing too - [ ] (SCOPE CREEP) Get bone laugh sounds from monke 'monkestation/sound/voice/laugh/skeleton/skeleton_laugh.ogg' - [ ] (SCOPE CREEP) When EVA plasmaman suit is added, 25% caustic resist - [x] Envirosuit helmet - [x] Equivalent of 100% bio / 100% fire / 75% acid resist - [x] Envirosuit - [x] Equivalent of 100% bio / 100% fire / 75% acid resist - [x] Envirogloves - [x] Equivalent of 100% bio / 95% fire / 95% acid resist - [x] Put breath mask back on - [x] Refactor: put body parts covered data into component instead of being hardcoded </details> ## Media **Custom Plasmaman Outfits** All of these use the same **absolutely massive** [envirosuit RSI](0c3af432df/Resources/Textures/Clothing/Uniforms/Envirosuits/color.rsi) and [envirohelm RSI](0c3af432df/Resources/Textures/Clothing/Head/Envirohelms/color.rsi) to quickly create the envirosuits that didn't exist in SS13 where the envirosuit sprites were ported. From Left to Right: Magistrate, Prison Guard, Boxer, Reporter, Logistics Officer <img width=200px src="https://github.com/user-attachments/assets/bf990841-7d9e-4f4e-abae-8f29a3980ca1"> <img width=200px src="https://github.com/user-attachments/assets/07ca7af7-4f43-4504-9eac-4ca9188ae98e"> <img width=200px src="https://github.com/user-attachments/assets/0d20332c-826f-4fec-8396-74e84c23b074"> <img width=200px src="https://github.com/user-attachments/assets/1634364e-7cb3-457b-b638-e1b562b7c0c5"> <img width=200px src="https://github.com/user-attachments/assets/c2881764-f2fa-4e40-9fbf-35d1b717c432"> **Plasmaman Melee Attack** https://github.com/user-attachments/assets/6e694f2c-3e03-40bf-ae27-fc58a3e4cb6c **Chat bubble** <img width=240px src="https://github.com/user-attachments/assets/e3c17e6d-5050-410f-a42c-339f0bfa30a1"> **Plasmaman Body** <img width=140px src="https://github.com/user-attachments/assets/7ed90a47-9c33-487d-bd44-c50cec9f16dd"> With different colors: <img width=140px src="https://github.com/user-attachments/assets/0a28068e-7392-4062-950b-f60d2602da84"> <img width=140px src="https://github.com/user-attachments/assets/9b652311-0305-4ec0-be60-e404697617a2"> **Skeleton Language**  **(Bonus) Skeleton chat bubble** <img width=240px src="https://github.com/user-attachments/assets/a2e2be5c-f3ae-49d9-b655-8688de45b512"> **Self-Extinguish** https://github.com/user-attachments/assets/6c68e2ef-8010-4f00-8c24-dce8a8065be8 The self-extinguish is also accessible as a verb, which also means that others can activate your self-extinguish if they open the strip menu. <img width=200px src="https://github.com/user-attachments/assets/291ab86d-2250-46ec-ae0c-80084ab04407"> The self-extinguish action has different icons depending on the status of the self extinguish. Left to right: Ready, On Cooldown, Out Of Charges <img src="https://github.com/user-attachments/assets/0340de8a-9440-43b1-8bff-1c8f962faa0c"> <img src="https://github.com/user-attachments/assets/11f73558-6dc1-444d-b2ef-2f15f55174ca"> <img src="https://github.com/user-attachments/assets/030ed737-f178-4c60-ba0c-109659e7d9cb"> **Envirosuit Extinguisher Refill** <img width=300px src="https://github.com/user-attachments/assets/9379294b-e3f3-436d-81bc-2584631869ef"> <img width=300px src="https://github.com/user-attachments/assets/807b9e9e-7b4b-4593-aa1f-d9d24ac6985c"> **Loadouts** <img width=400px src="https://github.com/user-attachments/assets/55713b87-29bb-41b3-b7a3-88fbc6e5e797"> <img width=400px src="https://github.com/user-attachments/assets/ab1757fa-9b70-4a66-b5ae-20fd9cabe935"> <img width=400px src="https://github.com/user-attachments/assets/aacc4cf7-9ce1-4099-b8c7-108bef1f3bde"> <img width=400px src="https://github.com/user-attachments/assets/58604dc2-82ef-4d42-b9e2-639548c93f40"> **Plasma Envirosuit Crate** <img width=400px src="https://github.com/user-attachments/assets/fa362387-9c10-47c3-b1af-2c11e6b00163"> <img width=400px src="https://github.com/user-attachments/assets/bf773722-9034-4469-967d-e00dbf8c77a7"> **Internals Crate (Plasma)** <img width=400px src="https://github.com/user-attachments/assets/fcd4ff2e-09e9-423a-9b21-96817f6042a4"> <img width=400px src="https://github.com/user-attachments/assets/bf773722-9034-4469-967d-e00dbf8c77a7"> **Glow In The Dark**  ## Changelog 🆑 Skubman - add: The Plasmaman species has arrived! They need to breathe plasma to live, and a special jumpsuit to prevent oxygen from igniting them. In exchange, they deal formidable unarmed Heat damage, are never hungry nor thirsty, and are immune to cold and radiation damage. Read more about Plasmamen in their Guidebook entry. - tweak: Internals are no longer toggled off if you take your helmet off but still have a gas mask on and vice versa. - tweak: Paradox Anomalies will now spawn with the original person's Loadout items. - fix: Fixed prisoners not being able to have custom Loadout names and descriptions, and heirlooms if they didn't have a backpack when joining. --------- Signed-off-by: Skubman <ba.fallaria@gmail.com> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit e68e0c3f4b9cf263e07efc888b32a091df62fb51)
261 lines
11 KiB
C#
261 lines
11 KiB
C#
using Content.Server.Access.Systems;
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using Content.Server.DetailExaminable;
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using Content.Server.Humanoid;
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using Content.Server.IdentityManagement;
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using Content.Server.Mind.Commands;
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using Content.Server.PDA;
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using Content.Server.Shuttles.Systems;
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using Content.Server.Silicon.IPC;
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using Content.Server.Spawners.EntitySystems;
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using Content.Server.Spawners.Components;
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using Content.Server.Station.Components;
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using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.CCVar;
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using Content.Shared.Customization.Systems;
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using Content.Shared.Humanoid;
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using Content.Shared.Humanoid.Prototypes;
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using Content.Shared.PDA;
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using Content.Shared.Preferences;
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using Content.Shared.Random;
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using Content.Shared.Random.Helpers;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Jobs;
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using Content.Shared.Station;
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using Content.Shared.StatusIcon;
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using JetBrains.Annotations;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.Station.Systems;
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/// <summary>
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/// Manages spawning into the game, tracking available spawn points.
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/// Also provides helpers for spawning in the player's mob.
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/// </summary>
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[PublicAPI]
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public sealed class StationSpawningSystem : SharedStationSpawningSystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
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[Dependency] private readonly IdCardSystem _cardSystem = default!;
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[Dependency] private readonly PdaSystem _pdaSystem = default!;
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[Dependency] private readonly SharedAccessSystem _accessSystem = default!;
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[Dependency] private readonly IdentitySystem _identity = default!;
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[Dependency] private readonly MetaDataSystem _metaSystem = default!;
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[Dependency] private readonly InternalEncryptionKeySpawner _internalEncryption = default!;
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[Dependency] private readonly ArrivalsSystem _arrivalsSystem = default!;
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[Dependency] private readonly ContainerSpawnPointSystem _containerSpawnPointSystem = default!;
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[Dependency] private readonly CharacterRequirementsSystem _characterRequirements = default!;
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private bool _randomizeCharacters;
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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Subs.CVar(_configurationManager, CCVars.ICRandomCharacters, e => _randomizeCharacters = e, true);
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}
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/// <summary>
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/// Attempts to spawn a player character onto the given station.
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/// </summary>
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/// <param name="station">Station to spawn onto.</param>
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/// <param name="job">The job to assign, if any.</param>
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/// <param name="profile">The character profile to use, if any.</param>
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/// <param name="stationSpawning">Resolve pattern, the station spawning component for the station.</param>
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/// <param name="spawnPointType">Delta-V: Set desired spawn point type.</param>
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/// <returns>The resulting player character, if any.</returns>
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/// <exception cref="ArgumentException">Thrown when the given station is not a station.</exception>
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/// <remarks>
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/// This only spawns the character, and does none of the mind-related setup you'd need for it to be playable.
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/// </remarks>
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public EntityUid? SpawnPlayerCharacterOnStation(EntityUid? station, JobComponent? job, HumanoidCharacterProfile? profile, StationSpawningComponent? stationSpawning = null, SpawnPointType spawnPointType = SpawnPointType.Unset)
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{
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if (station != null && !Resolve(station.Value, ref stationSpawning))
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throw new ArgumentException("Tried to use a non-station entity as a station!", nameof(station));
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var ev = new PlayerSpawningEvent(job, profile, station, spawnPointType);
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RaiseLocalEvent(ev);
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DebugTools.Assert(ev.SpawnResult is { Valid: true } or null);
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return ev.SpawnResult;
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}
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//TODO: Figure out if everything in the player spawning region belongs somewhere else.
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#region Player spawning helpers
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/// <summary>
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/// Spawns in a player's mob according to their job and character information at the given coordinates.
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/// Used by systems that need to handle spawning players.
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/// </summary>
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/// <param name="coordinates">Coordinates to spawn the character at.</param>
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/// <param name="job">Job to assign to the character, if any.</param>
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/// <param name="profile">Appearance profile to use for the character.</param>
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/// <param name="station">The station this player is being spawned on.</param>
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/// <param name="entity">The entity to use, if one already exists.</param>
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/// <returns>The spawned entity</returns>
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public EntityUid SpawnPlayerMob(
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EntityCoordinates coordinates,
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JobComponent? job,
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HumanoidCharacterProfile? profile,
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EntityUid? station,
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EntityUid? entity = null)
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{
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_prototypeManager.TryIndex(job?.Prototype ?? string.Empty, out var prototype);
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// If we're not spawning a humanoid, we're gonna exit early without doing all the humanoid stuff.
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if (prototype?.JobEntity != null)
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{
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DebugTools.Assert(entity is null);
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var jobEntity = EntityManager.SpawnEntity(prototype.JobEntity, coordinates);
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MakeSentientCommand.MakeSentient(jobEntity, EntityManager);
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DoJobSpecials(job, jobEntity);
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_identity.QueueIdentityUpdate(jobEntity);
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return jobEntity;
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}
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string speciesId;
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if (_randomizeCharacters)
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{
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var weightId = _configurationManager.GetCVar(CCVars.ICRandomSpeciesWeights);
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var weights = _prototypeManager.Index<WeightedRandomSpeciesPrototype>(weightId);
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speciesId = weights.Pick(_random);
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}
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else if (profile != null)
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speciesId = profile.Species;
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else
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speciesId = SharedHumanoidAppearanceSystem.DefaultSpecies;
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if (!_prototypeManager.TryIndex<SpeciesPrototype>(speciesId, out var species))
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throw new ArgumentException($"Invalid species prototype was used: {speciesId}");
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entity ??= Spawn(species.Prototype, coordinates);
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if (_randomizeCharacters)
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profile = HumanoidCharacterProfile.RandomWithSpecies(speciesId);
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if (prototype?.StartingGear != null)
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{
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var startingGear = _prototypeManager.Index<StartingGearPrototype>(prototype.StartingGear);
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if (profile != null)
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startingGear = ApplySubGear(startingGear, profile, prototype);
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EquipStartingGear(entity.Value, startingGear, raiseEvent: false);
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if (profile != null)
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EquipIdCard(entity.Value, profile.Name, prototype, station);
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_internalEncryption.TryInsertEncryptionKey(entity.Value, startingGear, EntityManager);
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}
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var gearEquippedEv = new StartingGearEquippedEvent(entity.Value);
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RaiseLocalEvent(entity.Value, ref gearEquippedEv);
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if (profile != null)
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{
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_humanoidSystem.LoadProfile(entity.Value, profile);
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_metaSystem.SetEntityName(entity.Value, profile.Name);
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if (profile.FlavorText != "" && _configurationManager.GetCVar(CCVars.FlavorText))
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EnsureComp<DetailExaminableComponent>(entity.Value).Content = profile.FlavorText;
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}
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DoJobSpecials(job, entity.Value);
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_identity.QueueIdentityUpdate(entity.Value);
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return entity.Value;
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}
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private void DoJobSpecials(JobComponent? job, EntityUid entity)
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{
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if (!_prototypeManager.TryIndex(job?.Prototype ?? string.Empty, out JobPrototype? prototype))
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return;
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foreach (var jobSpecial in prototype.Special)
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jobSpecial.AfterEquip(entity);
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}
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/// <summary>
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/// Equips an ID card and PDA onto the given entity.
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/// </summary>
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/// <param name="entity">Entity to load out.</param>
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/// <param name="characterName">Character name to use for the ID.</param>
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/// <param name="jobPrototype">Job prototype to use for the PDA and ID.</param>
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/// <param name="station">The station this player is being spawned on.</param>
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public void EquipIdCard(EntityUid entity, string characterName, JobPrototype jobPrototype, EntityUid? station)
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{
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if (!InventorySystem.TryGetSlotEntity(entity, "id", out var idUid))
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return;
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var cardId = idUid.Value;
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if (TryComp<PdaComponent>(idUid, out var pdaComponent) && pdaComponent.ContainedId != null)
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cardId = pdaComponent.ContainedId.Value;
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if (!TryComp<IdCardComponent>(cardId, out var card))
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return;
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_cardSystem.TryChangeFullName(cardId, characterName, card);
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_cardSystem.TryChangeJobTitle(cardId, jobPrototype.LocalizedName, card);
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if (_prototypeManager.TryIndex(jobPrototype.Icon, out var jobIcon))
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_cardSystem.TryChangeJobIcon(cardId, jobIcon, card);
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var extendedAccess = false;
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if (station != null)
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{
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var data = Comp<StationJobsComponent>(station.Value);
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extendedAccess = data.ExtendedAccess;
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}
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_accessSystem.SetAccessToJob(cardId, jobPrototype, extendedAccess);
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if (pdaComponent != null)
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_pdaSystem.SetOwner(idUid.Value, pdaComponent, characterName);
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}
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#endregion Player spawning helpers
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}
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/// <summary>
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/// Ordered broadcast event fired on any spawner eligible to attempt to spawn a player.
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/// This event's success is measured by if SpawnResult is not null.
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/// You should not make this event's success rely on random chance.
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/// This event is designed to use ordered handling. You probably want SpawnPointSystem to be the last handler.
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/// </summary>
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[PublicAPI]
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public sealed class PlayerSpawningEvent : EntityEventArgs
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{
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/// <summary>
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/// The entity spawned, if any. You should set this if you succeed at spawning the character, and leave it alone if it's not null.
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/// </summary>
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public EntityUid? SpawnResult;
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/// <summary>
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/// The job to use, if any.
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/// </summary>
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public readonly JobComponent? Job;
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/// <summary>
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/// The profile to use, if any.
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/// </summary>
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public readonly HumanoidCharacterProfile? HumanoidCharacterProfile;
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/// <summary>
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/// The target station, if any.
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/// </summary>
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public readonly EntityUid? Station;
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/// <summary>
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/// Desired SpawnPointType, if any.
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/// </summary>
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public readonly SpawnPointType DesiredSpawnPointType;
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public PlayerSpawningEvent(JobComponent? job, HumanoidCharacterProfile? humanoidCharacterProfile, EntityUid? station, SpawnPointType spawnPointType = SpawnPointType.Unset)
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{
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Job = job;
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HumanoidCharacterProfile = humanoidCharacterProfile;
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Station = station;
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DesiredSpawnPointType = spawnPointType;
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}
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}
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