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using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Item;
using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Shared._Amour.Hole;
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[RegisterComponent, NetworkedComponent]
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public sealed partial class HoleComponent : Component
{
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[ViewVariables] public NetEntity? Parent;
[DataField] public string HoleName = "";
[DataField] public List<string> HoleNotVisibleIn = new();
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// Father can be in mother, its like in audiofil shit
[DataField] public HoleType HoleType = HoleType.Flat;
[DataField("sprite")] public string? RsiPath;
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[DataField] public List<PrototypeLayerData> Layers = new();
// this shit just for sprite prefix like state: dildo_FRONT
[DataField] public List<HolePrefix> Prefixes = new();
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[ViewVariables(VVAccess.ReadWrite)] public bool IsExcited = false;
[DataField] public bool IsMainHole = false;
[DataField] public bool IsVisibleInSkirt = true;
[DataField] public bool IsVisibleInFoldedJumpsuit = false;
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}
[Serializable, NetSerializable, DataDefinition]
public sealed partial class HolePrefix
{
[DataField]
public string Layer;
[DataField]
public string Prefix;
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[DataField]
public string ExcitedPrefix;
[DataField]
public bool HasForHuman;
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}
public enum HoleType : byte
{
Father,
Flat,
Mother
}
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[Serializable, NetSerializable]
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public sealed partial class HoleComponentState : ComponentState
{
public readonly NetEntity? Parent;
public readonly bool IsExcited;
public HoleComponentState(NetEntity? parent, bool isExcited)
{
Parent = parent;
IsExcited = isExcited;
}
}