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Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
42 lines
917 B
C#
42 lines
917 B
C#
using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Light.Component
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{
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[NetworkedComponent]
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[ComponentProtoName("HandheldLight")]
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public abstract class SharedHandheldLightComponent : Robust.Shared.GameObjects.Component
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{
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public const int StatusLevels = 6;
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[Serializable, NetSerializable]
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public sealed class HandheldLightComponentState : ComponentState
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{
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public byte? Charge { get; }
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public HandheldLightComponentState(byte? charge)
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{
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Charge = charge;
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}
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}
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}
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[Serializable, NetSerializable]
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public enum HandheldLightVisuals
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{
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Power
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}
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[Serializable, NetSerializable]
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public enum HandheldLightPowerStates
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{
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FullPower,
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LowPower,
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Dying,
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}
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}
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