Makes more fields VV (#2026)
* Some more VV * Fixed build & some more gun vvs * Added VendingMachine Inventory & Items
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@@ -78,7 +78,9 @@ namespace Content.Shared.GameObjects.Components.Movement
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}
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public float CurrentPushSpeed => 5;
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[ViewVariables(VVAccess.ReadWrite)]
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public float GrabRange => 0.2f;
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public bool Sprinting => !HasFlag(_heldMoveButtons, MoveButtons.Walk);
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@@ -3,6 +3,7 @@ using System.Collections.Generic;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components.UserInterface;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.VendingMachines
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{
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@@ -11,6 +12,7 @@ namespace Content.Shared.GameObjects.Components.VendingMachines
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public override string Name => "VendingMachine";
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public override uint? NetID => ContentNetIDs.VENDING_MACHINE;
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[ViewVariables]
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public List<VendingMachineInventoryEntry> Inventory = new List<VendingMachineInventoryEntry>();
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[Serializable, NetSerializable]
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@@ -63,7 +65,9 @@ namespace Content.Shared.GameObjects.Components.VendingMachines
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[Serializable, NetSerializable]
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public class VendingMachineInventoryEntry
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{
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[ViewVariables(VVAccess.ReadWrite)]
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public string ID;
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[ViewVariables(VVAccess.ReadWrite)]
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public uint Amount;
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public VendingMachineInventoryEntry(string id, uint amount)
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{
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@@ -1,14 +1,20 @@
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using System;
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Weapons.Ranged
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{
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public abstract class SharedRangedBarrelComponent : Component
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{
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[ViewVariables]
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public abstract FireRateSelector FireRateSelector { get; }
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[ViewVariables]
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public abstract FireRateSelector AllRateSelectors { get; }
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[ViewVariables]
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public abstract float FireRate { get; }
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[ViewVariables]
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public abstract int ShotsLeft { get; }
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[ViewVariables]
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public abstract int Capacity { get; }
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}
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@@ -19,4 +25,4 @@ namespace Content.Shared.GameObjects.Components.Weapons.Ranged
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Single = 1 << 0,
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Automatic = 1 << 1,
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}
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}
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}
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