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* weather status effect entities * proto port + fixes * Update weather.yml * fix visuals * Update SharedWeatherSystem.cs * Update SharedWeatherSystem.cs * Update WeatherSystem.cs * Thanks Slarti, thats a much better * Update WeatherSystem.cs * Update StencilOverlay.Weather.cs * Update Content.Client/Overlays/StencilOverlay.Weather.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Update Content.Shared/StatusEffectNew/Components/StatusEffectComponent.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Update Content.Client/Overlays/StencilOverlay.Weather.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Revise weather command help descriptions Updated weather command help texts for clarity. * Merge branch 'master' into ed-14-11-2025-weather-entities * Tayrtahn review apply * fixes and cleanup --------- Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
31 lines
1.0 KiB
C#
31 lines
1.0 KiB
C#
using Content.Client.Parallax;
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using Content.Client.Weather;
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using Content.Shared.StatusEffectNew;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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namespace Content.Client.Overlays;
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public sealed class StencilOverlaySystem : EntitySystem
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{
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[Dependency] private readonly IOverlayManager _overlay = default!;
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[Dependency] private readonly ParallaxSystem _parallax = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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[Dependency] private readonly WeatherSystem _weather = default!;
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[Dependency] private readonly StatusEffectsSystem _status = default!;
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public override void Initialize()
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{
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base.Initialize();
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_overlay.AddOverlay(new StencilOverlay(_parallax, _transform, _map, _sprite, _weather, _status));
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_overlay.RemoveOverlay<StencilOverlay>();
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}
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}
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