Crayons (#2132)
* -Added Crayons + CrayonBox -Can set any crayon state and color -Added CrayonDecals * Allows to cycle through decals (not the final thing) * ItemStatus * -UI (WIP) -Selection thing works -Changed some shitty state names * -Icons -Changed decal name * Pure Texture Grid * Charges * -Reach check -Toggle interface on use * Can't draw on windows anymore * UI now shows selected decal and color * -UseSound -Nullable * Remove unused imports * -Rotation -Made decal abstract * Remove some duplicate images * Space Cleaner cleans * Loc Title Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Review adressed Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
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39
Content.Server/Chemistry/TileReactions/CleanTileReaction.cs
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39
Content.Server/Chemistry/TileReactions/CleanTileReaction.cs
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using Content.Server.GameObjects.Components;
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using Content.Server.Utility;
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using Content.Shared.Chemistry;
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using Content.Shared.Interfaces.Chemistry;
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using Robust.Shared.Interfaces.Serialization;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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using System.Linq;
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namespace Content.Server.Chemistry.TileReactions
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{
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public class CleanTileReaction : ITileReaction
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{
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void IExposeData.ExposeData(ObjectSerializer serializer)
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{
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}
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ReagentUnit ITileReaction.TileReact(TileRef tile, ReagentPrototype reagent, ReagentUnit reactVolume)
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{
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var entities = tile.GetEntitiesInTileFast().ToArray();
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var amount = ReagentUnit.Zero;
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foreach (var entity in entities)
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{
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if (entity.TryGetComponent(out CleanableComponent cleanable))
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{
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var next = amount + cleanable.CleanAmount;
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// Nothing left?
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if (reactVolume < next)
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break;
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amount = next;
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entity.Delete();
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}
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}
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return amount;
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}
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}
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}
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