Adds even more smites and a bunch of tools. (#9825)
* Adds three new smites, headstand, locker stuff, and reptilian species swap. * Localize all the smites. * save work * More smites... * Final tweaks. * oops * !PLEH * Adds disarm prone and improved hand removal options. * fix chances. * take out the trash. * Add some admin TRICKS instead of more smites. * oop * Implements the admin test arena and associated trick. * Tricks for granting/revoking access. * e * mfw * Implement quick dialogs, for when you don't want to spend 20 minutes writing a simple dialog prompt. * Forgot the rejuv icon. * E * docs * augh * Add rename/redescribe buttons. * Adds objects menu, implements a couple tricks for stations. * 1984 * Adds a trick for effectively infinite power. * fixes some icon uggo. * a * HALT! * Pause/unpause buttons. * Forgor the textures. * they broke every bone in their body. * i added more * more battery actions, touch up battery icon. * Address reviews.
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Content.Client/Station/StationSystem.cs
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Content.Client/Station/StationSystem.cs
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using Content.Shared.Station;
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namespace Content.Client.Station;
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/// <summary>
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/// This handles letting the client know stations are a thing. Only really used by an admin menu.
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/// </summary>
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public sealed class StationSystem : EntitySystem
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{
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private readonly HashSet<EntityUid> _stations = new();
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/// <summary>
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/// All stations that currently exist.
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/// </summary>
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/// <remarks>
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/// I'd have this just invoke an entity query, but we're on the client and the client barely knows about stations.
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/// </remarks>
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public IReadOnlySet<EntityUid> Stations => _stations;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeNetworkEvent<StationsUpdatedEvent>(StationsUpdated);
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}
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private void StationsUpdated(StationsUpdatedEvent ev)
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{
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_stations.Clear();
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_stations.UnionWith(ev.Stations);
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}
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}
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