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using Content.Shared.DoAfter;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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2024-02-01 13:33:57 +00:00
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namespace Content.Shared.SprayPainter.Components;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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2023-08-22 18:14:33 -07:00
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public sealed partial class SprayPainterComponent : Component
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{
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[DataField]
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public SoundSpecifier SpraySound = new SoundPathSpecifier("/Audio/Effects/spray2.ogg");
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[DataField]
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public TimeSpan AirlockSprayTime = TimeSpan.FromSeconds(3);
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[DataField]
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public TimeSpan PipeSprayTime = TimeSpan.FromSeconds(1);
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/// <summary>
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/// DoAfterId for airlock spraying.
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/// Pipes do not track doafters so you can spray multiple at once.
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/// </summary>
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[DataField]
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public DoAfterId? AirlockDoAfter;
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/// <summary>
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/// Pipe color chosen to spray with.
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/// </summary>
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[DataField, AutoNetworkedField]
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public string? PickedColor;
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/// <summary>
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/// Pipe colors that can be selected.
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/// </summary>
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[DataField]
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public Dictionary<string, Color> ColorPalette = new();
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/// <summary>
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/// Airlock style index selected.
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/// After prototype reload this might not be the same style but it will never be out of bounds.
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/// </summary>
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[DataField, AutoNetworkedField]
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public int Index;
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}
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