* new Dev map * добавлена генерация узора ключей раундстартом * каменная стена подгон KREKSa фиксы * add verbs to lock comp * more Loc work * some popups, logic to lock and unlock locks * return old Dev * ability to add locks into doors * check to locked lock, to insert or remove locks * doors examine * key can uses directly to door * really lockable! * lockable crates! * Bruh... Really big update * Key sprites, long wall template * KeyRingComponent * lock entity start * lockpicking! * Shiny 1 * Update keys.yml * Отображение только для держащего в руке * Final --------- Co-authored-by: Tornado Tech <54727692+Tornado-Technology@users.noreply.github.com>
33 lines
877 B
C#
33 lines
877 B
C#
using Content.Shared.CrystallPunk.LockKey;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.CrystallPunk.LockKey;
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/// <summary>
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/// A component of a lock that stores its keyhole shape, complexity, and current state.
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/// </summary>
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[RegisterComponent]
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public sealed partial class CPLockpickComponent : Component
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{
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[DataField]
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public int Health = 3;
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[DataField]
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public SoundSpecifier SuccessSound = new SoundPathSpecifier("/Audio/_CP14/Items/lockpick_use.ogg")
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{
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Params = AudioParams.Default
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.WithVariation(0.05f)
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.WithVolume(0.5f)
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};
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[DataField]
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public SoundSpecifier FailSound = new SoundPathSpecifier("/Audio/_CP14/Items/lockpick_fail.ogg")
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{
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Params = AudioParams.Default
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.WithVariation(0.05f)
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.WithVolume(0.5f)
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};
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}
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