* Rainbow Weed (#25759) * rainbow weed * Lipolicide * psicodine + mannitol * happiness * ground + dried + smokables * damn you notepad++ * fix WHY NOT TELL ME ALL THE PROBLEMS AT THE SAME TIME!!! * work * work i beg you * recipe good * possibly fix merge conflict * remove reagents * Psicodine, Mannitol, Lipolicide and Happiness (#27134) * reagents * Update Resources/Locale/en-US/reagents/meta/narcotics.ftl --------- Co-authored-by: Kara <lunarautomaton6@gmail.com> * fix cannabis * Killer tomatoes (#26053) * make tomatoes * many friends! many mommies * finish * renaming system * fix * Update miscellaneous.yml * Update Content.Server/NPC/Systems/NPCImpritingBehaviourSystem.cs Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com> * N * deleete exception? * merge conflict fix * fix? * fuck you * sloth fixes * fixess? * fix --------- Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Small tomato killer tweak (#27265) * Update miscellaneous.yml * Update mobspawn.yml * Update miscellaneous.yml * Update miscellaneous.yml * Spaceman's Trumpet and Lily (#25090) * trumpet + lily +polypy * trumbet * Change plant clipping mechanics (#25326) Make seeds from clipped plants inherit the decreased health from parents. Also require one growth stage before clipping. * fixes * Resprite & hand position correction of Nettle & Death Nettle (#25421) Resprite of Nettle & Death Nettle. Corrected R & L hand locations for all orientations of both plants. * Remake hairflowers (#25475) * Add more lily usage (orange hairflower and flowercrown) * comit 2 * ee * more fixes * w * im stupid * bring poppy in authodrobe * weh --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Revert "Remake hairflowers (#25475)" This reverts commit 6b2a9b96b18a6c854c3aea149611d7dd496518c0. * Make Holy Water more like Water (#27068) holy water can now be used to satiate thirst, water plants, and extinguish fires. * New plant mutation: Pyrotton (#27200) * WIP * sprites n stuff * flavour * maybe fix * add stack * fix parent * Rewords plant/effect descriptions for clarity (#28156) (#28169) * Rewords plant/effect descriptions for clarity (#28156) * Forgot Robust Harvest. * Update Resources/Locale/en-US/guidebook/chemistry/effects.ftl --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> --------- Co-authored-by: potato1234_x <79580518+potato1234x@users.noreply.github.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Flesh <62557990+PolterTzi@users.noreply.github.com> Co-authored-by: MjrLandWhale <brandonemitch@gmail.com> Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Ghagliiarghii <68826635+Ghagliiarghii@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: alex-georgeff <54858069+taurie@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
25 lines
1009 B
C#
25 lines
1009 B
C#
using Content.Shared.NPC.Systems;
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using Robust.Shared.GameStates;
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namespace Content.Shared.NPC.Components;
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/// <summary>
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/// Prevents an NPC from attacking ignored entities from enemy factions.
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/// Can be added to if pettable, see PettableFriendComponent.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(NpcFactionSystem), typeof(SharedNPCImprintingOnSpawnBehaviourSystem))] // TO DO (Metalgearsloth): If we start adding a billion access overrides they should be going through a system as then there's no reason to have access, but I'll fix this when I rework npcs.
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public sealed partial class FactionExceptionComponent : Component
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{
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/// <summary>
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/// Collection of entities that this NPC will refuse to attack
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/// </summary>
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[DataField]
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public HashSet<EntityUid> Ignored = new();
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/// <summary>
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/// Collection of entities that this NPC will attack, regardless of faction.
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/// </summary>
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[DataField]
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public HashSet<EntityUid> Hostiles = new();
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}
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