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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>
91 lines
3.4 KiB
C#
91 lines
3.4 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Stealth.Components;
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/// <summary>
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/// Add this component to an entity that you want to be cloaked.
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/// It overlays a shader on the entity to give them an invisibility cloaked effect.
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/// It also turns the entity invisible.
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/// Use other components (like StealthOnMove) to modify this component's visibility based on certain conditions.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(SharedStealthSystem))]
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public sealed partial class StealthComponent : Component
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{
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/// <summary>
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/// Whether or not the stealth effect should currently be applied.
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/// </summary>
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[DataField("enabled")]
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public bool Enabled = true;
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/// <summary>
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/// The creature will continue invisible at death.
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/// </summary>
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[DataField("enabledOnDeath")]
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public bool EnabledOnDeath = true;
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/// <summary>
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/// Whether or not the entity previously had an interaction outline prior to cloaking.
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/// </summary>
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[DataField("hadOutline")]
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public bool HadOutline;
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/// <summary>
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/// Minimum visibility before the entity becomes unexaminable (and thus no longer appears on context menus).
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/// </summary>
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[DataField("examineThreshold")]
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public float ExamineThreshold = 0.5f;
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/// <summary>
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/// Last set level of visibility. The visual effect ranges from 1 (fully visible) and -1 (fully hidden). Values
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/// outside of this range simply act as a buffer for the visual effect (i.e., a delay before turning invisible). To
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/// get the actual current visibility, use <see cref="SharedStealthSystem.GetVisibility(EntityUid, StealthComponent?)"/>
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/// If you don't have anything else updating the stealth, this will just stay at a constant value, which can be useful.
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/// </summary>
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[DataField("lastVisibility")]
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[Access(typeof(SharedStealthSystem), Other = AccessPermissions.None)]
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public float LastVisibility = 1;
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/// <summary>
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/// Time at which <see cref="LastVisibility"/> was set. Null implies the entity is currently paused and not
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/// accumulating any visibility change.
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/// </summary>
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[DataField("lastUpdate", customTypeSerializer:typeof(TimeOffsetSerializer))]
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public TimeSpan? LastUpdated;
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/// <summary>
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/// Minimum visibility. Note that the visual effect caps out at -1, but this value is allowed to be larger or smaller.
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/// </summary>
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[DataField("minVisibility")]
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public float MinVisibility = -1f;
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/// <summary>
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/// Maximum visibility. Note that the visual effect caps out at +1, but this value is allowed to be larger or smaller.
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/// </summary>
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[DataField("maxVisibility")]
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public float MaxVisibility = 1.5f;
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/// <summary>
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/// Localization string for how you'd like to describe this effect.
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/// </summary>
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[DataField("examinedDesc")]
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public string ExaminedDesc = "stealth-visual-effect";
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}
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[Serializable, NetSerializable]
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public sealed class StealthComponentState : ComponentState
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{
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public readonly float Visibility;
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public readonly TimeSpan? LastUpdated;
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public readonly bool Enabled;
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public StealthComponentState(float stealthLevel, TimeSpan? lastUpdated, bool enabled)
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{
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Visibility = stealthLevel;
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LastUpdated = lastUpdated;
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Enabled = enabled;
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}
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}
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