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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # 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]? --> Fixes the bug where you could put a mouse on your head and get free night vision. This works by adding a bool to the SwitchableVisionOverlayComponent `IsEquipment` that will be checked for before granting the thermal/night vision action. Port of https://github.com/Goob-Station/Goob-Station/pull/1448 --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> No night vision with the mouse on your head:  Goggles still work:  </p> </details> --- # 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 --> 🆑 Piras314, Aviu - fix: Fixed being able to get night vision from putting a mouse on your head. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Aviu00 <93730715+Aviu00@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 03b7a8a6bfbbc13bc9b7bd27fe414086500592be)
55 lines
1.5 KiB
C#
55 lines
1.5 KiB
C#
using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Overlays.Switchable;
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public abstract partial class SwitchableOverlayComponent : BaseOverlayComponent
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{
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[DataField, AutoNetworkedField]
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public bool IsActive;
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[DataField]
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public bool DrawOverlay = true;
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/// <summary>
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/// Whether it should grant equipment enhanced vision or is it mob vision
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/// </summary>
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[DataField]
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public bool IsEquipment;
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/// <summary>
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/// If it is greater than 0, overlay isn't toggled but pulsed instead
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/// </summary>
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[DataField]
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public float PulseTime;
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[ViewVariables(VVAccess.ReadOnly)]
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public float PulseAccumulator;
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[DataField]
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public virtual SoundSpecifier? ActivateSound { get; set; } =
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new SoundPathSpecifier("/Audio/Items/Goggles/activate.ogg");
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[DataField]
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public virtual SoundSpecifier? DeactivateSound { get; set; } =
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new SoundPathSpecifier("/Audio/Items/Goggles/deactivate.ogg");
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[DataField]
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public virtual string? ToggleAction { get; set; }
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[ViewVariables]
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public EntityUid? ToggleActionEntity;
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}
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[Serializable, NetSerializable]
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public sealed class SwitchableVisionOverlayComponentState : IComponentState
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{
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public Color Color;
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public bool IsActive;
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public SoundSpecifier? ActivateSound;
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public SoundSpecifier? DeactivateSound;
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public EntProtoId? ToggleAction;
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public float LightRadius;
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}
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