Files
crystall-punk-14/Content.Shared/Shuttles/Components/FTLMapComponent.cs
Ed f42546e0c6 Some round beginning preparation (#317)
* gamepresets filter

* addgamerule cp14 filter

* shuttle dropping

* long time FTL

* FTL map tweaks

* Update ShuttleSystem.FasterThanLight.cs

* handle player ship spawning (not tested yet)

* typo

* test elemental shit (ship)

* player spawn handling (real this time)

* FTL map gravity

* clean up 1

* clean up 2

* instant FTL

* Update CP14ExpeditionSystem.cs
2024-07-08 17:39:04 +03:00

35 lines
949 B
C#

using Robust.Shared.GameStates;
namespace Content.Shared.Shuttles.Components;
/// <summary>
/// Marker that specifies a map as being for FTLing entities.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class FTLMapComponent : Component
{
/// <summary>
/// Offset for FTLing shuttles so they don't overlap each other.
/// </summary>
[DataField]
public int Index;
/// <summary>
/// What parallax to use for the background, immediately gets deffered to ParallaxComponent.
/// </summary>
[DataField]
public string Parallax = "Sky"; //CP14 parallax replacement
/// <summary>
/// CP14 FTL map ambient color
/// </summary>
[DataField]
public Color AmbientColor = new(34, 90, 122);
/// <summary>
/// Can FTL on this map only be done to beacons.
/// </summary>
[DataField, AutoNetworkedField]
public bool Beacons;
}