AutoCompState + ItemToggle fixes (#23422)
* AutoCompState + ItemToggle fixes Fix a lot of the comp states that are never actually networked and also cleaned up ItemToggle events a bunch. ItemToggle will still need some future work for lights and sounds. * Also catch these
This commit is contained in:
@@ -1,16 +1,16 @@
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Item;
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namespace Content.Shared.Item.ItemToggle.Components;
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/// <summary>
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/// Handles the active sound being played continuously with some items that are activated (ie e-sword hum).
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class ItemToggleActiveSoundComponent : Component
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{
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/// <summary>
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/// The continuous noise this item makes when it's activated (like an e-sword's hum). This loops.
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/// The continuous noise this item makes when it's activated (like an e-sword's hum).
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
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public SoundSpecifier? ActiveSound;
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@@ -18,17 +18,6 @@ public sealed partial class ItemToggleActiveSoundComponent : Component
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/// <summary>
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/// Used when the item emits sound while active.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
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[ViewVariables(VVAccess.ReadWrite), DataField]
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public EntityUid? PlayingStream;
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}
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/// <summary>
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/// Raised in order to effect changes upon the ActiveSound of the entity.
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/// </summary>
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[ByRefEvent]
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public record struct ItemToggleActiveSoundUpdateEvent(bool Activated, bool Predicted, EntityUid? User)
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{
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public bool Activated = Activated;
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public bool Predicted = Predicted;
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public EntityUid? User = User;
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}
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@@ -1,7 +1,7 @@
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Item;
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namespace Content.Shared.Item.ItemToggle.Components;
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/// <summary>
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/// Handles generic item toggles, like a welder turning on and off, or an e-sword.
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@@ -54,7 +54,7 @@ public sealed partial class ItemToggleComponent : Component
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public record struct ItemToggleActivateAttemptEvent(EntityUid? User)
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{
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public bool Cancelled = false;
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public EntityUid? User = User;
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public readonly EntityUid? User = User;
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}
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/// <summary>
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@@ -64,63 +64,34 @@ public record struct ItemToggleActivateAttemptEvent(EntityUid? User)
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public record struct ItemToggleDeactivateAttemptEvent(EntityUid? User)
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{
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public bool Cancelled = false;
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public EntityUid? User = User;
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public readonly EntityUid? User = User;
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}
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/// <summary>
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/// Raised directed on an entity any sort of toggle is complete.
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/// </summary>
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[ByRefEvent]
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public record struct ItemToggleDoneEvent(bool Activated, EntityUid? User)
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public readonly record struct ItemToggledEvent(bool Predicted, bool Activated, EntityUid? User)
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{
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public bool Activated = Activated;
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public EntityUid? User = User;
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public readonly bool Predicted = Predicted;
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public readonly bool Activated = Activated;
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public readonly EntityUid? User = User;
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}
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/// <summary>
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/// Raised in order to play a toggle sound effect.
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/// Raised directed on an entity when an itemtoggle is activated.
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/// </summary>
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[ByRefEvent]
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public record struct ItemTogglePlayToggleSoundEvent(bool Activated, bool Predicted, EntityUid? User)
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public readonly record struct ItemToggleActivatedEvent(EntityUid? User)
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{
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public bool Activated = Activated;
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public bool Predicted = Predicted;
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public EntityUid? User = User;
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public readonly EntityUid? User = User;
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}
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/// <summary>
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/// Raised in order to play a failure to toggle sound effect.
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/// Raised directed on an entity when an itemtoggle is deactivated.
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/// </summary>
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[ByRefEvent]
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public record struct ItemTogglePlayFailSoundEvent(bool Predicted, EntityUid? User)
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public readonly record struct ItemToggleDeactivatedEvent(EntityUid? User)
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{
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public bool Predicted = Predicted;
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public EntityUid? User = User;
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}
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/// <summary>
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/// Raised in order to effect changes upon the Light component of the entity.
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/// </summary>
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[ByRefEvent]
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public record struct ItemToggleLightUpdateEvent(bool Activated)
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{
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public bool Activated = Activated;
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}
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/// <summary>
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/// Raised in order to effect changes upon the Appearance component of the entity.
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/// </summary>
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[ByRefEvent]
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public record struct ItemToggleAppearanceUpdateEvent(bool Activated)
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{
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public bool Activated = Activated;
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}
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/// <summary>
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/// Raised in order to effect changes upon the Reflect component of the entity.
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/// </summary>
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[ByRefEvent]
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public record struct ItemToggleReflectUpdateEvent(bool Activated)
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{
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public bool Activated = Activated;
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public readonly EntityUid? User = User;
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}
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@@ -1,11 +1,11 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared.Item;
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namespace Content.Shared.Item.ItemToggle.Components;
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/// <summary>
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/// Handles whether the item is hot when toggled on.
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/// Handles whether the item is hot when toggled on.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class ItemToggleHotComponent : Component
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{
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/// <summary>
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@@ -1,16 +1,16 @@
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using Robust.Shared.GameStates;
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using Robust.Shared.Audio;
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using Content.Shared.Damage;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Item;
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namespace Content.Shared.Item.ItemToggle.Components;
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/// <summary>
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/// Handles the changes to the melee weapon component when the item is toggled.
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/// Handles the changes to the melee weapon component when the item is toggled.
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/// </summary>
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/// <remarks>
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/// You can change the damage, sound on hit, on swing, as well as hidden status while activated.
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/// </remarks>
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[RegisterComponent, NetworkedComponent]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class ItemToggleMeleeWeaponComponent : Component
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{
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/// <summary>
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@@ -67,13 +67,3 @@ public sealed partial class ItemToggleMeleeWeaponComponent : Component
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[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
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public bool DeactivatedSecret = false;
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}
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/// <summary>
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/// Raised in order to effect changes upon the MeleeWeaponComponent of the entity.
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/// </summary>
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[ByRefEvent]
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public record struct ItemToggleMeleeWeaponUpdateEvent(bool Activated)
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{
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public bool Activated = Activated;
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}
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@@ -1,15 +1,15 @@
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Item;
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namespace Content.Shared.Item.ItemToggle.Components;
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/// <summary>
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/// Handles the changes to the item size when toggled.
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/// Handles the changes to the item size when toggled.
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/// </summary>
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/// <remarks>
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/// You can change the size when activated or not. By default the sizes are copied from the item.
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/// </remarks>
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[RegisterComponent, NetworkedComponent]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class ItemToggleSizeComponent : Component
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{
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/// <summary>
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@@ -24,12 +24,3 @@ public sealed partial class ItemToggleSizeComponent : Component
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[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
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public ProtoId<ItemSizePrototype>? DeactivatedSize = null;
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}
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/// <summary>
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/// Raised in order to effect changes upon the MeleeWeaponComponent of the entity.
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/// </summary>
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[ByRefEvent]
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public record struct ItemToggleSizeUpdateEvent(bool Activated)
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{
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public bool Activated = Activated;
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}
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