Borgs (#18136)
* Laws * positronic brain and PAI rewrite * MMI * MMI pt. 2 * borg brain transfer * Roleban support, Borg job (WIP), the end of mind shenaniganry * battery drain, item slot cleanup, alerts * visuals * fix this pt1 * fix this pt2 * Modules, Lingering Stacks, Better borg flashlight * Start on UI, fix battery alerts, expand activation/deactivation, low movement speed on no power. * sprotes * no zombie borgs * oh fuck yeah i love a good relay * charger * fix the tiniest of sprite issues * adjustable names * a functional UI???? * foobar * more modules * this shit for some reason * upstream * genericize selectable borg modules * upstream again * holy fucking shit * i love christ * proper construction * da job * AA borgs * and boom more shit * admin logs * laws redux * ok just do this rq * oh boy that looks like modules * oh shit research * testos passo * so much shit holy fuck * fuckit we SHIP * last minute snags * should've gotten me on a better day
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Content.Server/Wires/ActivatableUIRequiresPanelComponent.cs
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Content.Server/Wires/ActivatableUIRequiresPanelComponent.cs
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namespace Content.Server.Wires;
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/// <summary>
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/// This is used for activatable UIs that require the entity to have a panel in a certain state.
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/// </summary>
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[RegisterComponent]
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public sealed class ActivatableUIRequiresPanelComponent : Component
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{
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/// <summary>
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/// TRUE: the panel must be open to access the UI.
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/// FALSE: the panel must be closed to access the UI.
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/// </summary>
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[DataField("requireOpen"), ViewVariables(VVAccess.ReadWrite)]
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public bool RequireOpen = true;
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}
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