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* Reapply "Nubody Merge" (#5807) This reverts commitd62f7cef10. * Revert "Nubody Merge (#5670)" This reverts commitb465cfb3fd. * Revert "IPC fibers (#4968)" This reverts commitc2b42211f0. * Revert "IPC Polymorph fix (#4545)" This reverts commitfa03d8c655. * Revert "fix IPC not having humanoid emotes (#4445)" This reverts commit216fdf999f. * Revert "ipc heat/cold (#4306)" This reverts commitfafd5cf816. * Revert "ipc cables (#4283)" This reverts commit54958039a1. * Revert "feat: ipcs now have dynamic power draw based off movement speed (#3917)" This reverts commit71e8b7e64b. * Revert "fix ipcs not being able to disarm (#3374)" This reverts commit764c4dcf54. * Revert "make steel heal caustic for ipcs (#3206)" This reverts commit450ac82550. * Revert "add missing ipc survival boxes (#3065)" This reverts commit888c9cdb00. * Revert "make borgs use ipc repairing (#3064)" This reverts commitf77a49dd0b. * Revert "Update hud.yml to add ipcs to diagnostic hud (#3019)" This reverts commit7220643531. * Revert "Tweak IPCs (#2979)" This reverts commit98b47476de. * Revert "fix nukies ipc test fail (#2957)" This reverts commit4a1acbf863. * Revert "fix ipc nukies not getting comms (#2884)" This reverts commit8a2254770e. * Revert "fix ipc encryption key mispredict (#2879)" This reverts commitf08726efc1. * Revert "Merge pull request #2800 from Spielern/port-ipc" This reverts commit822fa4312c, reversing changes made tofe4c23c702. * Remove and Fix rest of IPC Hangons causing crashes * Integration test Errors * Expand migration file with removed IPC stuff * IPC Leg was found and migrated to naught * Revert "Merge pull request #2542 from deltanedas/shitmed-ops" This reverts commit83a8002922, reversing changes made tobaa89b0052. * Revert "Set up surgical augments infrastructure & add tool panel augments (#3059)" This reverts commita40f0be6fd. * Revert "Psionic Prosthetics (#4689)" This reverts commit2679bb238a. * Revert "Add surgical cleanliness and sanitation (#2847)" This reverts commit64565ba4f7. * Remove unremoved mentions * Revert "Add autoclave to easily sanitize large amounts of items and faster (#2933)" This reverts commitd0da90fa2e. * Shit Med Removed * Remove _ShitMed Folders and fix Errors in Console * Add OrganAnimalBrain into the mirgraiton file * Heads no Input Mover * Monke * Full migration file I guess * oops * shiv state fix * Restore accidental deleted recipe * Forgot one flt mention * Fix more issues * Comment out Damage Visual for motorkind for now * Motorkind... * Commenting stuff out for now * thought there'd be more of this to gut --------- Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
97 lines
2.6 KiB
C#
97 lines
2.6 KiB
C#
using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Prying.Components;
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[RegisterComponent, NetworkedComponent]
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public sealed partial class PryingComponent : Component
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{
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/// <summary>
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/// Whether the entity can pry open powered doors
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/// </summary>
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[DataField]
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public bool PryPowered;
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/// <summary>
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/// Whether the tool can bypass certain restrictions when prying.
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/// For example door bolts.
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/// </summary>
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[DataField]
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public bool Force;
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/// <summary>
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/// Modifier on the prying time.
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/// Lower values result in more time.
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/// </summary>
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[DataField]
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public float SpeedModifier = 1.0f;
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/// <summary>
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/// What sound to play when prying is finished.
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/// </summary>
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[DataField]
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public SoundSpecifier UseSound = new SoundPathSpecifier("/Audio/Items/crowbar.ogg");
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/// <summary>
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/// Whether the entity can currently pry things.
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/// </summary>
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[DataField]
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public bool Enabled = true;
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}
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/// <summary>
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/// Raised directed on an entity before prying it.
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/// Cancel to stop the entity from being pried open.
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/// </summary>
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[ByRefEvent]
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public record struct BeforePryEvent(EntityUid User, bool PryPowered, bool Force, bool StrongPry)
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{
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public readonly EntityUid User = User;
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/// <summary>
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/// Whether prying should be allowed even if whatever is being pried is powered.
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/// </summary>
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public readonly bool PryPowered = PryPowered;
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/// <summary>
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/// Whether prying should be allowed to go through under most circumstances. (E.g. airlock is bolted).
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/// Systems may still wish to ignore this occasionally.
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/// </summary>
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public readonly bool Force = Force;
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/// <summary>
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/// Whether anything other than bare hands were used. This should only be false if prying is being performed without a prying comp.
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/// </summary>
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public readonly bool StrongPry = StrongPry;
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public string? Message;
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public bool Cancelled;
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}
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/// <summary>
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/// Raised directed on an entity that has been pried.
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/// </summary>
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[ByRefEvent]
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public readonly record struct PriedEvent(EntityUid User)
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{
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public readonly EntityUid User = User;
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}
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/// <summary>
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/// Raised to determine how long the door's pry time should be modified by.
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/// Multiply PryTimeModifier by the desired amount.
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/// </summary>
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[ByRefEvent]
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public record struct GetPryTimeModifierEvent
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{
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public readonly EntityUid User;
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public float PryTimeModifier = 1.0f;
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public TimeSpan BaseTime = TimeSpan.FromSeconds(5);
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public GetPryTimeModifierEvent(EntityUid user)
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{
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User = user;
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}
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}
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