2021-02-12 07:02:14 -08:00
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namespace Content.Shared.GameObjects
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2017-10-07 15:15:29 +02:00
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{
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// Starting from 1000 to avoid crossover with engine.
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public static class ContentNetIDs
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{
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2021-01-24 14:18:12 +01:00
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// As a CMO main I hereby declare the hypospray worthy of ID #1000.
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public const uint HYPOSPRAY = 1000;
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2017-10-07 15:15:29 +02:00
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public const uint DESTRUCTIBLE = 1001;
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2020-06-22 05:47:15 +10:00
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public const uint MAGAZINE_BARREL = 1002;
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2017-10-07 15:15:29 +02:00
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public const uint HANDS = 1003;
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2019-07-31 05:10:06 -07:00
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public const uint SOLUTION = 1004;
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2018-04-22 06:11:38 -05:00
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public const uint STORAGE = 1005;
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2018-04-25 06:42:35 -05:00
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public const uint INVENTORY = 1006;
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2018-05-27 16:44:50 +02:00
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public const uint POWER_DEBUG_TOOL = 1007;
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2020-06-15 12:30:11 -07:00
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// 1008
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// 1009
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2019-03-23 15:04:14 +01:00
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public const uint RANGED_WEAPON = 1010;
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public const uint CAMERA_RECOIL = 1011;
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2019-03-28 14:31:49 +01:00
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public const uint SOUND = 1012;
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2019-04-08 12:18:27 +02:00
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public const uint ITEM = 1013;
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public const uint CLOTHING = 1014;
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2019-04-17 23:26:00 +02:00
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public const uint ENTITYSTORAGE = 1015;
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2019-04-26 15:51:05 +02:00
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public const uint LATHE = 1016;
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public const uint LATHE_DATABASE = 1017;
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public const uint MATERIAL_STORAGE = 1018;
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2019-07-19 18:09:33 +10:00
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public const uint HAND_TELEPORTER = 1019;
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2019-08-14 10:49:28 +02:00
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public const uint VENDING_MACHINE = 1020;
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2019-09-03 22:51:19 +02:00
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public const uint PROTOLATHE_DATABASE = 1021;
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public const uint TECHNOLOGY_DATABASE = 1022;
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public const uint RESEARCH_CONSOLE = 1023;
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public const uint WIRES = 1024;
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2019-09-26 22:32:32 +02:00
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public const uint COMBATMODE = 1025;
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2020-11-09 20:22:19 -08:00
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public const uint ALERTS = 1026;
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2019-10-31 02:37:22 +11:00
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public const uint OVERLAYEFFECTS = 1027;
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2019-11-12 08:20:03 +11:00
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public const uint STOMACH = 1028;
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2019-11-12 01:43:11 +01:00
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public const uint ITEMCOOLDOWN = 1029;
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2019-11-21 16:37:15 -08:00
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public const uint CARGO_ORDER_DATABASE = 1030;
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public const uint GALACTIC_MARKET = 1031;
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2020-01-18 01:54:13 +01:00
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public const uint HUMANOID_APPEARANCE = 1032;
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2019-11-25 00:11:47 +01:00
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public const uint INSTRUMENTS = 1033;
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2020-01-09 00:27:52 +01:00
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public const uint WELDER = 1034;
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public const uint STACK = 1035;
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public const uint HANDHELD_LIGHT = 1036;
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2020-02-11 20:01:05 -03:00
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public const uint PAPER = 1037;
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2020-02-23 19:47:33 -05:00
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public const uint REAGENT_INJECTOR = 1038;
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2020-03-03 19:10:07 +01:00
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public const uint GHOST = 1039;
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2020-05-01 23:34:04 -05:00
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public const uint MICROWAVE = 1040;
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2020-05-05 11:35:20 +02:00
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public const uint GRAVITY_GENERATOR = 1041;
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2020-05-13 14:48:49 -05:00
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public const uint SURGERY = 1042;
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2020-05-19 13:55:52 +02:00
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public const uint MULTITOOLS = 1043;
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2020-05-28 06:22:47 -05:00
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public const uint PDA = 1044;
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2020-06-18 22:52:44 +10:00
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public const uint PATHFINDER_DEBUG = 1045;
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public const uint AI_DEBUG = 1046;
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2020-06-24 02:21:20 +02:00
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public const uint PLAYER_INPUT_MOVER = 1047;
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public const uint STUNNABLE = 1048;
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public const uint HUNGER = 1049;
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public const uint THIRST = 1050;
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2020-06-24 04:04:43 +02:00
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public const uint FLASHABLE = 1051;
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2020-07-02 23:36:06 +02:00
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public const uint BUCKLE = 1052;
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public const uint PROJECTILE = 1053;
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public const uint THROWN_ITEM = 1054;
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2020-07-07 00:04:30 +02:00
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public const uint STRAP = 1055;
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Add the trash man (#1367)
* Add disposal.rsi
* Rename disposal resource to disposal.rsi and create basic components
* Add disposal nets
* Add pushing entities along the disposal network
* Add disposal unit
* Unregister disposable component
* Add flush and selfinsert verbs to disposal unit
* Add gradual disposals movement
* Fix being able to walk through space for a while after exiting disposals
* Multiply disposals speed by 10
And fix early returns when moving an entity
* Rename Disposable component to InDisposals
* Remove DisposalNet and add on anchor events
* Remove anchored events, moved to interfaces
* Code cleanup
* Fix adjacent tubes' connections when a tube connects
* Fix jittery movement in disposals
* Remove Logger.Debug call
* Move disposals updates to InDisposalsComponent
* Fix adjacent connection valid directions check
* Disposal tubes now throw you out where they are facing
* Add disposal unit exit cooldown
* Set different disposal pipe sprite state depending on anchored value
* Add recycler
* Add recycler animation
* Add bloody texture to the recycler when grinding a living being
* Add PowerDevice component to the disposal unit
* Made the Recycler center on the grid
* Add disposal junction
* Add picking a random direction if junction is entered from the output side
* Add disposal flush and clang sounds
Taken from VGStation
* Move disposal flush and clang sound file names to exposedata
* Add disposalsmap.yml to test with
* Add summaries to DisposalUnit fields
* Add sideDegrees yaml property to disposal junctions
* Fix outdated usings
* Add conveyor resources
* Update RobustToolbox
* More merge fixes
Add conveyor collision masks
* Add ConveyorComponent
* Fix crash when reentering a body
* Merge branch 'master' into disposals-1147
* Reduce recycler bounds, set hard to false, add summary and expose "safe" to yaml
* Move IAnchored and IUnAnchored to AnchorableComponent
* Update power components and remove old disposals map
* Remove redundant sprite layers
* Add tile pry command
* Fix tilepry command
* Fix DisposalJunctionComponent missing a component reference
* Add anchor by radius command
* Add Y-Junctions
* Add disposal bend
* Add unanchor command
* Change DisposalJunction prototypes to specify their angles
* Fix disposal units being hidden below the floor
* Removed IAnhored and IUnAnchored interfaces
* Replace CanBeNull annotation with nullable reference types
* Update showwires command
* Add recycler recycling items
* Added angle and speed properties to ConveyorComponent
* Fix conveyort textures
* Add animation to the disposal unit
* Fix anchor and unanchor commands sometimes not finding any entities
* Fix not reading flush_time from disposal unit prototype
* Fix merge conflict wrong using
* Fix disposal, recycling and conveyor texture paths
Delete diverters
* Update visualizer names
* Add DisposableComponent, change drag and drop to work with multiple components
Ignoreinsideblocker client side for drag and drops, like on the server
Add more comments
* Add conveyor belts properly moving entities on top
* Anchorr wires
* Change conveyor bounds to 0.49
* Anchor catwalks, airlocks, gravity generators, low walls, wires and windows
* Add starting/stopping conveyors
* Add reversed conveyors
* Add conveyor switches
* Move InDisposalsComponent code to DisposableComponent
* Add ExitVector method to tubes
* Fix not updating tube references when disconnecting one
* Replace IoCManager call with dependency
* Add tubes disconnecting if they move too far apart from one another
* Move disposals action blocking to shared
* Add rotating and flipping pipes
* Make conveyor intersection calculations approximate
* Fix 1% chance of the server crashing when initializing the map
Happens when emergency lockers remove themselves
* Add disposal unit interface
* Make disposal units refuse items if not powered
* Make disposal tubes hide only when anchored
* Make disposal junction arrows visible to mere mortals
* Add disposal tubes breaking
* Add tubeconnections command
* Add missing verb attribute
* Add flipped disposal junction
* Add ids and linking to conveyors and switches
* Add conveyor switch prying and placing
* Add anchoring conveyor switches and refactor placing them
* Add missing serializable attributes from DisposableComponentState
* Make conveyor speed VV ReadWrite
* Change drawdepth of conveyors to FloorObjects
* Make conveyor anchored check consistent
* Remove anchoring interaction from switches
* Add conveyor switch id syncing and move switches slightly when pried
* Make entities in containers not able to be moved by conveyors
* Add conveyor and switches loose textures
* Merge conflict fixes
* Add disposal unit test
* Add flushing test to disposal unit test
* Add disposal unit flush fail test
* Add disposals to the saltern map
* Fix saltern disposal junctions
* Add power checks to the recycler
* Fix disposal unit placement in maintenance closet
* Remove disposal junctions from saltern
* Readd junctions to saltern
* Add the chemmaster to saltern at the request of Ike
* Move the chemistry disposal unit
* Fix casing of disposal flush sound
* More merge conflict fixes
* Fix a compiler warning.
* Remove popup invocation from buckle
* Remove showPopup parameter from InteractionChecks
* Remove unnecessary physics components
Fixes the physics system dying
* Replace PhysicsComponent usages with CollidableComponent
* Update existing code for the new controller system
* Change conveyors to use a VirtualController instead of teleporting the entity
* Remove visualizer 2d suffix and update physics code
* Transition code to new controller system
* Fix shuttles not moving
* Fix throwing
* Fix guns
* Change hands to use physics.Stop() and remove item fumble method
* Add syncing conveyor switches states
* Fix the recycler wanting to be a conveyor too hard
* Fix showwires > showsubfloor rename in mapping command
* Fix wifi air conveyors
* Fix test error
* Add showsubfloorforever command
Changes drawdepth of the relevant entities
* Disable opening the disposal unit interface while inside
* Add closing the disposal unit interface when getting inside
* Add closing the interface when the disposal unit component is removed
* Add removing entities on disposal unit component removal
* Delay disposal unit flush and fix serialization
* Implement pressure in disposal units
* Fix chain engaging a disposal unit
* Implement states to the disposal unit
* Fix missing imports from merge conflict
* Update Content.Server/GameObjects/Components/Conveyor/ConveyorComponent.cs
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Address some reviews
* Fix za buildo
* Use container helper to detach disposables
* Make conveyors use the construction system
* Make conveyor groups and syncing sane
* Make flip flip
brave
* Add activate interface to conveyor switches
* Fix not removing the switch from its group when it's deleted
* Fix not registering conveyors and switches on initialize
* Stop using 0 as null
* Disconnect conveyors and switches when disposing of a group
* Make disposal units not able to be exited when flushing
* Make disposal units flush after a configurable 30 seconds
* Add handle and light layers to the disposal unit
* Merge engaging and flushing
* Update saltern.yml
* I love using 0 as null
* Make disposal unit visual layers make sense
* Remove duplicate remove method in disposal units and update light
* Replace DisposableComponent with disposal holders
* Fix disposal holders deleting their contents on deletion
* Account for disposal unit pressure in tests and make a failed flush autoengage
* Rename disposable to holder
* Fix junction connections
* Disable self insert and flush verbs when inside a disposal unit
* Fix spamming the engage button making the animation reset
* Make the recycler take materials into account properly
Fix cablestack1 not existing
* Merge conflict fixes
* Fix pipes not being saved anchored
* Change conveyors and groups to not use an id
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-07-30 23:45:28 +02:00
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public const uint DISPOSABLE = 1056;
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2020-08-08 18:24:41 +02:00
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public const uint GAS_ANALYZER = 1057;
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public const uint DO_AFTER = 1058;
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2020-08-14 06:52:17 +10:00
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public const uint RADIATION_PULSE = 1059;
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2020-10-10 15:25:13 +02:00
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public const uint BODY = 1060;
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2020-08-19 18:13:22 -04:00
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public const uint CLIMBING = 1061;
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2020-08-24 13:13:26 +02:00
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public const uint BOLTACTION_BARREL = 1062;
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public const uint PUMP_BARREL = 1063;
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public const uint REVOLVER_BARREL = 1064;
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2020-08-25 21:49:29 -04:00
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public const uint CUFFED = 1065;
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2020-08-25 08:54:23 -04:00
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public const uint HANDCUFFS = 1066;
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2020-08-27 16:31:29 +02:00
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public const uint BATTERY_BARREL = 1067;
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2020-08-27 16:39:29 +02:00
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public const uint SUSPICION_ROLE = 1068;
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2020-08-29 13:20:37 +02:00
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public const uint ROTATION = 1069;
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2020-12-07 14:52:55 +01:00
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public const uint MOB_STATE = 1070;
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2020-09-21 17:51:07 +02:00
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public const uint SLIP = 1071;
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2020-09-23 14:30:31 +02:00
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public const uint SPACE_VILLAIN_ARCADE = 1072;
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2020-09-26 15:25:22 +02:00
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public const uint BLOCKGAME_ARCADE = 1073;
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2020-10-10 15:25:13 +02:00
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public const uint BODY_PART = 1074;
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2020-10-13 13:40:05 +02:00
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public const uint CRAYONS = 1075;
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2020-10-14 15:24:07 +02:00
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public const uint PLACEABLE_SURFACE = 1076;
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public const uint STORABLE = 1077;
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2020-10-16 20:35:09 +02:00
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public const uint PULLABLE = 1078;
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2020-10-27 20:53:44 +01:00
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public const uint GAS_TANK = 1079;
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2020-10-28 19:19:47 +01:00
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public const uint SINGULARITY = 1080;
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2020-11-22 08:38:07 +01:00
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public const uint CHARACTERINFO = 1081;
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2020-11-26 14:53:42 +02:00
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public const uint REAGENT_GRINDER = 1082;
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2020-12-13 14:28:20 -08:00
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public const uint ACTIONS = 1083;
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public const uint DAMAGEABLE = 1084;
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2021-01-11 19:24:09 +01:00
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public const uint MAGBOOTS = 1085;
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2021-02-04 11:04:19 +01:00
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public const uint TAG = 1086;
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2021-02-12 07:02:14 -08:00
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// Used for clientside fake prediction of doors.
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public const uint DOOR = 1087;
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2020-06-24 04:04:43 +02:00
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2020-06-12 12:45:29 +02:00
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// Net IDs for integration tests.
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public const uint PREDICTION_TEST = 10001;
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2017-10-07 15:15:29 +02:00
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}
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}
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