* Moodsystem cleanups * remove overhydrated and overfed mood debuffs * admins now join game deadmined + new player timers * faster arrivals * recharging rcd with metal, glass, plastic or cable coils * better timings and costs + building apc and camera * preparing for rpd * RPD + make RCD more generic * add rpd to atmos lockers, rcd to engivend * rcd and rpd to technologies * dont deadmin me in debug * rcd ammo buff * add ChargeCountModifier logic for non stackable items * increase time to become experienced player * Dynamic Radial Menus (#29678) * fix * Clean Some Code * Some Commentaries * Update Content.Client/UserInterface/Controls/RadialContainer.cs * Update Content.Client/UserInterface/Controls/RadialContainer.cs --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * more dynamically parameters --------- Co-authored-by: Rinary <72972221+Rinary1@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
21 lines
689 B
C#
21 lines
689 B
C#
using Content.Shared.RCD.Systems;
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using Robust.Shared.GameStates;
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namespace Content.Shared.RCD.Components;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(RCDAmmoSystem))]
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public sealed partial class RCDAmmoComponent : Component
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{
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/// <summary>
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/// How many charges are contained in this ammo cartridge.
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/// Can be partially transferred into an RCD, until it is empty then it gets deleted.
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/// </summary>
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[DataField("charges"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public int Charges = 30;
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[DataField] public bool CanBeExamined = true; // WD
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[DataField] public float ChargeCountModifier = 1; // WD
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}
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