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* move faction prototype to shared
* move faction exception and member stuff to shared
* fix breaking changes for random stuff
* move pettable friend stuff to shared
* mostly fix
* final fixy
* dragonops
* final fixy II
* use querys and fix warpspeed fish (probably)
* fixer
* Rrrr!
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Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 7561bef6a7)
37 lines
1.2 KiB
C#
37 lines
1.2 KiB
C#
using Content.Shared.NPC.Prototypes;
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using Content.Shared.NPC.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.NPC.Components;
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[RegisterComponent, NetworkedComponent, Access(typeof(NpcFactionSystem))]
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public sealed partial class NpcFactionMemberComponent : Component
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{
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/// <summary>
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/// Factions this entity is a part of.
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/// </summary>
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[DataField]
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public HashSet<ProtoId<NpcFactionPrototype>> Factions = new();
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/// <summary>
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/// Cached friendly factions.
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/// </summary>
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[ViewVariables]
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public readonly HashSet<ProtoId<NpcFactionPrototype>> FriendlyFactions = new();
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/// <summary>
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/// Cached hostile factions.
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/// </summary>
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[ViewVariables]
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public readonly HashSet<ProtoId<NpcFactionPrototype>> HostileFactions = new();
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// Nyano - Summary - Begin modified code block: support for specific entities to be friendly.
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/// <summary>
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/// Permanently friendly specific entities. Our summoner, etc.
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/// Would like to separate. Could I do that by extending this method, maybe?
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/// </summary>
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public HashSet<EntityUid> ExceptionalFriendlies = new();
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// Nyano - End modified code block.
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}
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