Borgs (#18136)
* Laws * positronic brain and PAI rewrite * MMI * MMI pt. 2 * borg brain transfer * Roleban support, Borg job (WIP), the end of mind shenaniganry * battery drain, item slot cleanup, alerts * visuals * fix this pt1 * fix this pt2 * Modules, Lingering Stacks, Better borg flashlight * Start on UI, fix battery alerts, expand activation/deactivation, low movement speed on no power. * sprotes * no zombie borgs * oh fuck yeah i love a good relay * charger * fix the tiniest of sprite issues * adjustable names * a functional UI???? * foobar * more modules * this shit for some reason * upstream * genericize selectable borg modules * upstream again * holy fucking shit * i love christ * proper construction * da job * AA borgs * and boom more shit * admin logs * laws redux * ok just do this rq * oh boy that looks like modules * oh shit research * testos passo * so much shit holy fuck * fuckit we SHIP * last minute snags * should've gotten me on a better day
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@@ -233,4 +233,16 @@ namespace Content.Shared.Containers.ItemSlots
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Priority = other.Priority;
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}
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}
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/// <summary>
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/// Event raised on the slot entity and the item being inserted to determine if an item can be inserted into an item slot.
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/// </summary>
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[ByRefEvent]
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public record struct ItemSlotInsertAttemptEvent(EntityUid SlotEntity, EntityUid Item, EntityUid? User, ItemSlot Slot, bool Cancelled = false);
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/// <summary>
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/// Event raised on the slot entity and the item being inserted to determine if an item can be ejected from an item slot.
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/// </summary>
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[ByRefEvent]
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public record struct ItemSlotEjectAttemptEvent(EntityUid SlotEntity, EntityUid Item, EntityUid? User, ItemSlot Slot, bool Cancelled = false);
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}
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