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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>
26 lines
816 B
C#
26 lines
816 B
C#
using Content.Shared.Weather;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Trigger.Components.Effects;
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/// <summary>
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/// Changes the current weather when triggered.
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/// If TargetUser is true then it will change the weather at the user's map instead of the entitys map.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class WeatherOnTriggerComponent : BaseXOnTriggerComponent
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{
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/// <summary>
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/// Weather status effect proto. Null to clear the weather.
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/// </summary>
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[DataField, AutoNetworkedField]
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public EntProtoId? Weather;
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/// <summary>
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/// How long the weather should last. Null for forever.
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan? Duration;
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}
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