mirror of
https://github.com/DeltaV-Station/Delta-v.git
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* AAAAAAAAadds skia * Added to the spawn options table * Fix EOR, Added shatter ability, Fix Reroll popup * Fixed the death of the Skia * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * Fixed taco's silly mistake * Skia need pry-ability * Adds Goob Nightvision * Added some missing Protos * Appease the Yaml gods * Did the Delta Fixes * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * Lathes fix * Update attributions.yml * More yaml fixes * The Yaml Linter shall never be sated * More fixes * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * Fixed objective reroll * Bring up to date * aaaaaaaaaaa * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * Fixed damageset, removed unneeded point light * I'm so sorry Deltandas * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci --------- Signed-off-by: William Lemon <William.Lemon2@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
65 lines
1.9 KiB
C#
65 lines
1.9 KiB
C#
// SPDX-FileCopyrightText: 2025 Aiden <28298836+Aidenkrz@users.noreply.github.com>
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// SPDX-FileCopyrightText: 2025 Aviu00 <93730715+Aviu00@users.noreply.github.com>
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// SPDX-FileCopyrightText: 2025 Misandry <mary@thughunt.ing>
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// SPDX-FileCopyrightText: 2025 Spatison <137375981+Spatison@users.noreply.github.com>
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// SPDX-FileCopyrightText: 2025 gus <august.eymann@gmail.com>
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//
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// SPDX-License-Identifier: AGPL-3.0-or-later
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared._Goobstation.Overlays;
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public abstract partial class SwitchableVisionOverlayComponent : BaseVisionOverlayComponent
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{
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[DataField]
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public bool IsActive;
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[DataField]
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public bool DrawOverlay = true;
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/// <summary>
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/// Whether it should grant equipment enhanced vision or is it mob vision
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/// </summary>
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[DataField]
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public bool IsEquipment;
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/// <summary>
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/// If it is greater than 0, overlay isn't toggled but pulsed instead
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/// </summary>
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[DataField]
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public float PulseTime;
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[ViewVariables(VVAccess.ReadOnly)]
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public float PulseAccumulator;
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[DataField]
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public float FlashDurationMultiplier = 1f;
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[DataField]
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public SoundSpecifier? ActivateSound = new SoundPathSpecifier("/Audio/_White/Items/Goggles/activate.ogg");
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[DataField]
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public SoundSpecifier? DeactivateSound = new SoundPathSpecifier("/Audio/_White/Items/Goggles/deactivate.ogg");
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[DataField]
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public virtual EntProtoId? ToggleAction { get; set; }
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[ViewVariables]
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public EntityUid? ToggleActionEntity;
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}
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[Serializable, NetSerializable]
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public sealed class SwitchableVisionOverlayComponentState : IComponentState
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{
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public Color Color;
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public bool IsActive;
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public float FlashDurationMultiplier;
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public SoundSpecifier? ActivateSound;
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public SoundSpecifier? DeactivateSound;
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public EntProtoId? ToggleAction;
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public float LightRadius;
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}
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