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Lots of stuff. Also moved everything I could to the _Shitmed namespace
as I do in Goob. Will make future ports way faster
# Changelog
🆑 Mocho
- add: Added some fun organs and other thingies, check out the Goob PRs
if you want more details.
- fix: Fixed tons of issues with shitmed. Too many for the changelog in
fact.
(cherry picked from commit 3c9db94102cb25b28a83d51ac8d659fa31fe7d12)
30 lines
879 B
C#
30 lines
879 B
C#
using Robust.Shared.Prototypes;
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using Content.Shared.Humanoid;
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using Robust.Shared.GameStates;
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namespace Content.Shared._Shitmed.Medical.Surgery.Steps;
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[RegisterComponent, NetworkedComponent]
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public sealed partial class SurgeryRemoveMarkingStepComponent : Component
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{
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/// <summary>
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/// The category the marking belongs to.
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/// </summary>
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[DataField]
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public HumanoidVisualLayers MarkingCategory = default!;
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/// <summary>
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/// Can be either a segment of a marking ID, or an entire ID that will be checked
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/// against the entity to validate that the marking is present.
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/// </summary>
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[DataField]
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public String MatchString = "";
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/// <summary>
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/// Will this step spawn an item as a result of removing the markings? If so, which?
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/// </summary>
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[DataField]
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public EntProtoId? ItemSpawn = default!;
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}
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