Merge branch 'master' into replace-sounds-with-sound-specifier
# Conflicts: # Content.Server/Actions/Actions/DisarmAction.cs # Content.Server/Actions/Actions/ScreamAction.cs # Content.Server/Arcade/Components/SpaceVillainArcadeComponent.cs # Content.Server/Damage/Components/DamageOnHighSpeedImpactComponent.cs # Content.Server/Explosion/Components/FlashExplosiveComponent.cs # Content.Server/Physics/Controllers/MoverController.cs # Content.Server/Portal/Components/PortalComponent.cs # Content.Server/Portal/Components/TeleporterComponent.cs # Content.Server/Projectiles/Components/ProjectileComponent.cs # Content.Server/Singularity/Components/EmitterComponent.cs # Content.Server/Sound/EmitSoundSystem.cs # Content.Server/Stunnable/Components/StunbatonComponent.cs # Content.Server/Tools/Components/MultitoolComponent.cs # Content.Server/Weapon/Ranged/Barrels/Components/ServerBatteryBarrelComponent.cs # Content.Shared/Gravity/GravityComponent.cs # Content.Shared/Light/Component/SharedExpendableLightComponent.cs # Content.Shared/Maps/ContentTileDefinition.cs # Content.Shared/Slippery/SlipperyComponent.cs # Content.Shared/Standing/StandingStateComponent.cs # Resources/Prototypes/Entities/Objects/Fun/bike_horn.yml
This commit is contained in:
@@ -1,4 +1,3 @@
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#nullable enable
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using System;
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using Content.Server.Access.Components;
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using Content.Server.Power.NodeGroups;
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@@ -1,4 +1,3 @@
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#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Server.Power.NodeGroups;
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@@ -1,4 +1,3 @@
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#nullable enable
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using System;
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using System.Diagnostics.CodeAnalysis;
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using Content.Server.Power.NodeGroups;
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@@ -175,6 +174,7 @@ namespace Content.Server.Power.Components
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private void OnNewPowerState()
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{
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SendMessage(new PowerChangedMessage(Powered));
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Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, new PowerChangedEvent(Powered));
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if (Owner.TryGetComponent<AppearanceComponent>(out var appearance))
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{
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@@ -217,4 +217,17 @@ namespace Content.Server.Power.Components
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Powered = powered;
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}
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}
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/// <summary>
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/// Raised whenever an ApcPowerReceiver becomes powered / unpowered.
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/// </summary>
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public sealed class PowerChangedEvent : EntityEventArgs
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{
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public readonly bool Powered;
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public PowerChangedEvent(bool powered)
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{
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Powered = powered;
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}
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}
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}
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@@ -1,4 +1,3 @@
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#nullable enable
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using Content.Server.Power.NodeGroups;
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namespace Content.Server.Power.Components
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@@ -1,4 +1,3 @@
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#nullable enable
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using System;
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using System.Threading.Tasks;
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using Content.Server.Hands.Components;
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@@ -1,5 +1,4 @@
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#nullable enable
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using System.Diagnostics.CodeAnalysis;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.NodeContainer;
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using Content.Server.NodeContainer.NodeGroups;
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@@ -1,4 +1,3 @@
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#nullable enable
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using Content.Server.NodeContainer.NodeGroups;
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using Content.Server.Power.NodeGroups;
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@@ -1,4 +1,3 @@
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#nullable enable
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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@@ -1,4 +1,3 @@
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#nullable enable
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using System.Threading.Tasks;
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using Content.Server.Stack;
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using Content.Server.Tools.Components;
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@@ -1,4 +1,3 @@
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#nullable enable
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using System.Threading.Tasks;
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using Content.Server.Stack;
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using Content.Shared.Interaction;
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@@ -1,4 +1,3 @@
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#nullable enable
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using Content.Shared.Examine;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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@@ -1,4 +1,3 @@
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#nullable enable
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using Content.Server.Power.NodeGroups;
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using Content.Server.Power.Pow3r;
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using Robust.Shared.GameObjects;
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@@ -1,4 +1,3 @@
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#nullable enable
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using Content.Server.Power.NodeGroups;
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using Content.Server.Power.Pow3r;
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using Robust.Shared.GameObjects;
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