* basic religion vision * block god interactions * skill tree mob specify * silvania setup?? * clustering shader optimization * gods department & job * random gods jobs * Luxian god * Update Nature.png * Update sphere_of_light.yml * god chat * Update ChatSystem.cs * OBSERVATION * public observation and basic follower api * shader tweaks * improve shaders * spawning and praying on altars * altars ppvs override * move pvs overridiation from altars to observers * shader coloration * spectral z mover * god magic radius restricted * guide how to believe in god * sends messages to god when smoeone wanna become follower * follower doAfter * goodbye luxian, welcome lumera * goodbye silvania, welcome merkas * som polish and renamings * gods fast travel * Update altar.ftl * some lumera sfx * renouncing patrons! * renounce followers * followewr percentage calculation * remove from player-facing * fix * Update sphere_of_light.yml * Update base.yml
28 lines
927 B
C#
28 lines
927 B
C#
using Content.Shared._CP14.Religion.Prototypes;
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using Content.Shared._CP14.Religion.Systems;
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using Content.Shared.FixedPoint;
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using Robust.Shared.GameStates;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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namespace Content.Shared._CP14.Religion.Components;
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/// <summary>
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///
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(CP14SharedReligionGodSystem))]
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public sealed partial class CP14ReligionEntityComponent : Component
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{
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[DataField(required: true)]
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public ProtoId<CP14ReligionPrototype>? Religion;
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public HashSet<EntityUid> PvsOverridedObservers = new();
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public ICommonSession? Session;
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/// <summary>
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/// Number of followers as a percentage. Automatically calculated on the server and sent to the client for data synchronization.
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/// </summary>
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[DataField, AutoNetworkedField]
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public FixedPoint2 FollowerPercentage = 0;
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}
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