46 lines
1.2 KiB
C#
46 lines
1.2 KiB
C#
using Content.Shared.DoAfter;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared._NF.Pinpointer;
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/// <summary>
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/// A one-time use object that clears a given pinpointer.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class ClearPinpointerComponent : Component
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{
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/// <summary>
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/// The message to print when there are no charges left on the item.
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/// </summary>
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[DataField]
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public LocId? EmptyMessage;
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/// <summary>
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/// The message to print when the item is used on somebody else.
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/// </summary>
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[DataField]
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public LocId? UseOnOthersMessage;
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/// <summary>
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/// The message to print when the item is used on yourself.
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/// </summary>
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[DataField]
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public LocId? UseOnSelfMessage;
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/// <summary>
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/// The amount of time it takes to clear an item's pinpointer status.
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/// </summary>
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[DataField]
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public TimeSpan ClearTime = TimeSpan.FromSeconds(5);
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/// <summary>
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/// If true, destroys an item after it's used.
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/// </summary>
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[DataField]
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public bool DestroyAfterUse;
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}
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[Serializable, NetSerializable]
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public sealed partial class ClearPinpointerDoAfterEvent : SimpleDoAfterEvent;
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