Files
wwdpublic/Content.Shared/Buckle/Components/StrapComponent.cs
Spatison 2fd69f53e3 [Fix] Mass Bug Fix (#130)
* Mass Bug Fixing (#1256)

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# Description

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Mass bug fixing, for bugs related to #1220.
Feel free to link or send bugs.

Fix list:
- #1242
- #1243
- #1244
- https://github.com/space-wizards/space-station-14/pull/28084
- https://github.com/space-wizards/space-station-14/pull/28282
- Actually fixed PirateRadioSpawnRule heisentest (with a bandaid) (I
cancel if it's 0)
- https://github.com/Simple-Station/Einstein-Engines/issues/1263

---

# Changelog

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🆑
- fix: Fixed chair visuals drawing depth wrongly if you sat in a
north-facing chair.
- fix: Fixed buckling doing several buckles each time you did one.
- fix: Fixed the magic mirror.
- fix: Fixed beds re-positioning you every few seconds.
- fix: Fixed E not opening containers that are in another container.
- fix: Fixed disposal systems not flushing or ejecting properly.

---------

Co-authored-by: sleepyyapril <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>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
(cherry picked from commit 41501bd335c5e1e2e65b5d2ad040a3ae6851d4e8)

* Automatic Changelog Update (#1256)

(cherry picked from commit 9798f5363135cbe71479d0a14cf3215d01ed28f0)

* fix

* Fix animation looping bugs. (#29457)

Summary of the problem is in the corresponding engine commit: a4ea5a4620

This commit requires engine master right now.

I think #29144 is probably the most severe one, but I touched Jittering and RotatingLight too since they seemed sus too.

Fixes #29144

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 8d015f5c9ff60107dccdf35fa48e1558728ff269)

* Fix arcade machines (#30376)

(cherry picked from commit e72393df712cb2f5d1b4f6b4e2dc417c5584f07a)

* fix

* fix test

* fix test

* fix test

* fix

---------

Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <simplestation14@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: themias <89101928+themias@users.noreply.github.com>
2024-11-25 01:20:13 +07:00

113 lines
2.9 KiB
C#

using System.Numerics;
using Content.Shared.Alert;
using Content.Shared.Whitelist;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.Buckle.Components;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedBuckleSystem))]
public sealed partial class StrapComponent : Component
{
/// <summary>
/// The entities that are currently buckled to this strap.
/// </summary>
[ViewVariables, AutoNetworkedField]
public HashSet<EntityUid> BuckledEntities = new();
/// <summary>
/// Entities that this strap accepts and can buckle
/// If null it accepts any entity
/// </summary>
[DataField]
public EntityWhitelist? Whitelist;
/// <summary>
/// Entities that this strap does not accept and cannot buckle.
/// </summary>
[DataField]
public EntityWhitelist? Blacklist;
/// <summary>
/// The change in position to the strapped mob
/// </summary>
[DataField, AutoNetworkedField]
public StrapPosition Position = StrapPosition.None;
/// <summary>
/// The buckled entity will be offset by this amount from the center of the strap object.
/// </summary>
[DataField, AutoNetworkedField]
public Vector2 BuckleOffset = Vector2.Zero;
/// <summary>
/// The angle to rotate the player by when they get strapped
/// </summary>
[DataField]
public Angle Rotation;
/// <summary>
/// The size of the strap which is compared against when buckling entities
/// </summary>
[DataField]
public int Size = 100;
/// <summary>
/// If disabled, nothing can be buckled on this object, and it will unbuckle anything that's already buckled
/// </summary>
[DataField, AutoNetworkedField]
public bool Enabled = true;
/// <summary>
/// The sound to be played when a mob is buckled
/// </summary>
[DataField]
public SoundSpecifier BuckleSound = new SoundPathSpecifier("/Audio/Effects/buckle.ogg");
/// <summary>
/// The sound to be played when a mob is unbuckled
/// </summary>
[DataField]
public SoundSpecifier UnbuckleSound = new SoundPathSpecifier("/Audio/Effects/unbuckle.ogg");
/// <summary>
/// ID of the alert to show when buckled
/// </summary>
[DataField]
public ProtoId<AlertPrototype> BuckledAlertType = "Buckled";
/// <summary>
/// Whether InteractHand will buckle the user to the strap.
/// </summary>
[DataField]
public bool BuckleOnInteractHand = true;
}
public enum StrapPosition
{
/// <summary>
/// (Default) Makes no change to the buckled mob
/// </summary>
None = 0,
/// <summary>
/// Makes the mob stand up
/// </summary>
Stand,
/// <summary>
/// Makes the mob lie down
/// </summary>
Down
}
[Serializable, NetSerializable]
public enum StrapVisuals : byte
{
RotationAngle,
State
}