2024-02-08 06:24:24 +00:00
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using Content.Shared.Chemistry.EntitySystems;
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using Robust.Shared.GameStates;
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2024-02-08 06:24:24 +00:00
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namespace Content.Shared.Chemistry.Components;
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[RegisterComponent, NetworkedComponent, Access(typeof(SolutionSpikerSystem))]
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public sealed partial class SolutionSpikerComponent : Component
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{
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/// <summary>
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/// The source solution to take the reagents from in order
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/// to spike the other solution container.
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/// </summary>
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[DataField(required: true)]
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public string SourceSolution = string.Empty;
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/// <summary>
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/// If spiking with this entity should ignore empty containers or not.
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/// </summary>
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[DataField]
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public bool IgnoreEmpty;
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/// <summary>
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/// If true, the entity is deleted after spiking.
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/// This is almost certainly what you want.
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/// </summary>
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[DataField]
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public bool Delete = true;
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/// <summary>
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/// What should pop up when spiking with this entity.
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/// </summary>
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[DataField]
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public LocId Popup = "spike-solution-generic";
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/// <summary>
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/// What should pop up when spiking fails because the container was empty.
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/// </summary>
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[DataField]
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public LocId PopupEmpty = "spike-solution-empty-generic";
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}
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