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@@ -3,7 +3,7 @@ using Content.Shared.DoAfter;
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namespace Content.Client.DoAfter
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{
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[RegisterComponent, Access(typeof(DoAfterSystem))]
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[RegisterComponent, Friend(typeof(DoAfterSystem))]
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public sealed class DoAfterComponent : SharedDoAfterComponent
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{
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public readonly Dictionary<byte, ClientDoAfter> DoAfters = new();
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@@ -2,5 +2,5 @@ using Content.Shared.Explosion;
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namespace Content.Client.Explosion;
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[RegisterComponent, Access(typeof(TriggerSystem))]
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[RegisterComponent, Friend(typeof(TriggerSystem))]
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public sealed class TriggerOnProximityComponent : SharedTriggerOnProximityComponent {}
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@@ -5,7 +5,7 @@ using Robust.Shared.GameObjects;
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namespace Content.Client.Flash
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{
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[ComponentReference(typeof(SharedFlashableComponent))]
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[RegisterComponent, Access(typeof(FlashSystem))]
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[RegisterComponent, Friend(typeof(FlashSystem))]
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public sealed class FlashableComponent : SharedFlashableComponent
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{
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}
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@@ -4,7 +4,7 @@ namespace Content.Client.Hands
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedHandsComponent))]
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[Access(typeof(HandsSystem))]
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[Friend(typeof(HandsSystem))]
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public sealed class HandsComponent : SharedHandsComponent
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{
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/// <summary>
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@@ -16,7 +16,7 @@ namespace Content.Client.Inventory
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(InventoryComponent))]
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[Access(typeof(ClientInventorySystem))]
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[Friend(typeof(ClientInventorySystem))]
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public sealed class ClientInventoryComponent : InventoryComponent
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{
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public Control BottomLeftButtons = default!;
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@@ -34,7 +34,6 @@ namespace Content.Client.Inventory
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/// Data about the current layers that have been added to the players sprite due to the items in each equipment slot.
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/// </summary>
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[ViewVariables]
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[Access(typeof(ClientInventorySystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
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public readonly Dictionary<string, HashSet<string>> VisualLayerKeys = new();
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public bool AttachedToGameHud;
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@@ -9,7 +9,7 @@ using static Robust.Client.UserInterface.Controls.BoxContainer;
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namespace Content.Client.Light.Components
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{
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[RegisterComponent]
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[Access(typeof(HandheldLightSystem))]
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[Friend(typeof(HandheldLightSystem))]
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public sealed class HandheldLightComponent : SharedHandheldLightComponent, IItemStatus
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{
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public byte? Level;
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@@ -3,6 +3,6 @@ using Content.Shared.Climbing;
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namespace Content.Client.Movement.Components;
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[RegisterComponent]
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[Access(typeof(ClimbSystem))]
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[Friend(typeof(ClimbSystem))]
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[ComponentReference(typeof(SharedClimbableComponent))]
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public sealed class ClimbableComponent : SharedClimbableComponent { }
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@@ -3,6 +3,6 @@
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namespace Content.Client.Movement.Components;
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[RegisterComponent]
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[Access(typeof(ClimbSystem))]
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[Friend(typeof(ClimbSystem))]
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[ComponentReference(typeof(SharedClimbingComponent))]
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public sealed class ClimbingComponent : SharedClimbingComponent { }
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@@ -8,7 +8,7 @@ using Robust.Shared.Timing;
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namespace Content.Client.Stack
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{
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[RegisterComponent, Access(typeof(StackSystem), typeof(StatusControl))]
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[RegisterComponent, Friend(typeof(StackSystem), typeof(StatusControl))]
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[ComponentReference(typeof(SharedStackComponent))]
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public sealed class StackComponent : SharedStackComponent, IItemStatus
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{
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@@ -13,7 +13,7 @@ using Robust.Shared.ViewVariables;
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namespace Content.Client.Tools.Components
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{
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[RegisterComponent, Access(typeof(ToolSystem), typeof(StatusControl))]
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[RegisterComponent, Friend(typeof(ToolSystem), typeof(StatusControl))]
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public sealed class WelderComponent : SharedWelderComponent, IItemStatus
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{
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[ViewVariables(VVAccess.ReadWrite)]
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@@ -5,7 +5,7 @@ namespace Content.Client.Weapons.Ranged.Components;
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/// <summary>
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/// Visualizer for gun mag presence; can change states based on ammo count or toggle visibility entirely.
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/// </summary>
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[RegisterComponent, Access(typeof(GunSystem))]
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[RegisterComponent, Friend(typeof(GunSystem))]
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public sealed class MagazineVisualsComponent : Component
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{
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/// <summary>
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@@ -2,7 +2,7 @@ using Content.Client.Weapons.Ranged.Systems;
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namespace Content.Client.Weapons.Ranged.Components;
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[RegisterComponent, Access(typeof(GunSystem))]
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[RegisterComponent, Friend(typeof(GunSystem))]
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public sealed class SpentAmmoVisualsComponent : Component
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{
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/// <summary>
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