Network shared implant components (#18714)
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@@ -1,4 +1,5 @@
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using Robust.Shared.Containers;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Implants.Components;
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namespace Content.Shared.Implants.Components;
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@@ -6,7 +7,7 @@ namespace Content.Shared.Implants.Components;
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/// Added to an entity via the <see cref="SharedImplanterSystem"/> on implant
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/// Added to an entity via the <see cref="SharedImplanterSystem"/> on implant
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/// Used in instances where mob info needs to be passed to the implant such as MobState triggers
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/// Used in instances where mob info needs to be passed to the implant such as MobState triggers
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/// </summary>
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/// </summary>
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[RegisterComponent]
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[RegisterComponent, NetworkedComponent]
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public sealed class ImplantedComponent : Component
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public sealed class ImplantedComponent : Component
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{
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{
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public Container ImplantContainer = default!;
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public Container ImplantContainer = default!;
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@@ -1,9 +1,10 @@
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using Content.Shared.Radio;
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using Content.Shared.Radio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Implants.Components;
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namespace Content.Shared.Implants.Components;
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[RegisterComponent]
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[RegisterComponent, NetworkedComponent]
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public sealed class RattleComponent : Component
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public sealed class RattleComponent : Component
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{
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{
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// The radio channel the message will be sent to
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// The radio channel the message will be sent to
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@@ -1,5 +1,6 @@
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using Content.Shared.Actions;
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using Content.Shared.Actions;
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using Content.Shared.Radio;
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using Content.Shared.Radio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Implants.Components;
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namespace Content.Shared.Implants.Components;
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@@ -9,7 +10,7 @@ namespace Content.Shared.Implants.Components;
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/// The actions can be activated via an action, a passive ability (ie tracking), or a reactive ability (ie on death) or some sort of combination
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/// The actions can be activated via an action, a passive ability (ie tracking), or a reactive ability (ie on death) or some sort of combination
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/// They're added and removed with implanters
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/// They're added and removed with implanters
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/// </summary>
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/// </summary>
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[RegisterComponent]
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[RegisterComponent, NetworkedComponent]
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public sealed class SubdermalImplantComponent : Component
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public sealed class SubdermalImplantComponent : Component
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{
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{
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/// <summary>
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/// <summary>
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@@ -1,8 +1,11 @@
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namespace Content.Shared.Implants.Components;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Implants.Components;
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/// <summary>
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/// <summary>
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/// Triggers implants when the action is pressed
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/// Triggers implants when the action is pressed
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/// </summary>
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/// </summary>
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[RegisterComponent]
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[RegisterComponent, NetworkedComponent]
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public sealed class TriggerImplantActionComponent : Component
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public sealed class TriggerImplantActionComponent : Component
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{
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{
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