* setup UI * setup debug data * graph control setup * reputation trade component * unlocking logic * smoe real reputation costing * remove sponsors part, add trading specific UI nodes * port to default pricing system * buy cooldown * fuck off trading cabinets * real good cooldown UI * Cool unlock sound * reputation earning * cool purchare sound * coin & sprite work * delete old guidebooks * cool purcharing VFX * better ui * victoria gardens * Update migration.yml * Update migration.yml * cooldown removed * contracts * Update migration.yml * remove CP14Material * materials appraise * food appraise * auto economy pricing system * alchemy reagents appraise * coins resprite * alchemy appraise 2 * modular weapon appraise * selling platform * Update PricingSystem.cs * Update CP14TradingPlatformSystem.cs * merchants returns + map update * Update CP14StationEconomySystem.Price.cs
31 lines
729 B
C#
31 lines
729 B
C#
using System.Numerics;
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using Content.Shared.Tag;
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using Content.Shared.Whitelist;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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namespace Content.Shared._CP14.Currency;
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/// <summary>
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/// Reflects the market value of an item, to guide players through the economy.
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/// </summary>
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[RegisterComponent]
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public sealed partial class CP14CurrencyConverterComponent : Component
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{
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[DataField]
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public int Balance;
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[DataField]
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public EntityWhitelist? Whitelist;
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[DataField]
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public Vector2 SpawnOffset = new Vector2(0, -0.4f);
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[DataField]
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public SoundSpecifier InsertSound = new SoundCollectionSpecifier("CP14Coins");
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[DataField]
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public ProtoId<TagPrototype> CoinTag = "CP14Coin";
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}
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