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* make tomatoes
* many friends! many mommies
* finish
* renaming system
* fix
* Update miscellaneous.yml
* Update Content.Server/NPC/Systems/NPCImpritingBehaviourSystem.cs
Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com>
* N
* deleete exception?
* merge conflict fix
* fix?
* fuck you
* sloth fixes
* fixess?
* fix
---------
Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit f3a97fc0c5)
25 lines
1009 B
C#
25 lines
1009 B
C#
using Content.Shared.NPC.Systems;
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using Robust.Shared.GameStates;
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namespace Content.Shared.NPC.Components;
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/// <summary>
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/// Prevents an NPC from attacking ignored entities from enemy factions.
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/// Can be added to if pettable, see PettableFriendComponent.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(NpcFactionSystem), typeof(SharedNPCImprintingOnSpawnBehaviourSystem))] // TO DO (Metalgearsloth): If we start adding a billion access overrides they should be going through a system as then there's no reason to have access, but I'll fix this when I rework npcs.
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public sealed partial class FactionExceptionComponent : Component
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{
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/// <summary>
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/// Collection of entities that this NPC will refuse to attack
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/// </summary>
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[DataField]
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public HashSet<EntityUid> Ignored = new();
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/// <summary>
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/// Collection of entities that this NPC will attack, regardless of faction.
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/// </summary>
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[DataField]
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public HashSet<EntityUid> Hostiles = new();
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}
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