Makes more fields VV (#2026)
* Some more VV * Fixed build & some more gun vvs * Added VendingMachine Inventory & Items
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@@ -9,6 +9,7 @@ using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
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namespace Content.Server.GameObjects.Components.Items.Clothing
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@@ -22,13 +23,16 @@ namespace Content.Server.GameObjects.Components.Items.Clothing
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public override string Name => "Clothing";
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public override uint? NetID => ContentNetIDs.CLOTHING;
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[ViewVariables]
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public SlotFlags SlotFlags = SlotFlags.PREVENTEQUIP; //Different from None, NONE allows equips if no slot flags are required
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private bool _quickEquipEnabled = true;
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private int _heatResistance;
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[ViewVariables(VVAccess.ReadWrite)]
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public int HeatResistance => _heatResistance;
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private string _clothingEquippedPrefix;
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[ViewVariables(VVAccess.ReadWrite)]
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public string ClothingEquippedPrefix
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{
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get
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@@ -4,6 +4,7 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Items.Storage.Fill
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{
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@@ -14,6 +15,7 @@ namespace Content.Server.GameObjects.Components.Items.Storage.Fill
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public override string Name => "StorageFill";
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[ViewVariables]
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private List<string> _contents = new List<string>();
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public override void ExposeData(ObjectSerializer serializer)
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@@ -26,6 +26,7 @@ using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Items.Storage
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{
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@@ -51,6 +52,7 @@ namespace Content.Server.GameObjects.Components.Items.Storage
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private int _storageCapacityMax;
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public readonly HashSet<IPlayerSession> SubscribedSessions = new HashSet<IPlayerSession>();
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[ViewVariables]
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public IReadOnlyCollection<IEntity>? StoredEntities => _storage?.ContainedEntities;
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public bool OccludesLight
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