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- using Content.Server.Defusable.Components;
- using Content.Server.Defusable.Systems;
- using Content.Server.Doors.Systems;
- using Content.Server.Explosion.EntitySystems;
- using Content.Server.Popups;
- using Content.Server.Wires;
- using Content.Shared.Defusable;
- using Content.Shared.Doors;
- using Content.Shared.Doors.Components;
- using Content.Shared.Wires;
- namespace Content.Server.Defusable.WireActions;
- public sealed partial class ProceedWireAction : ComponentWireAction<DefusableComponent>
- {
- public override Color Color { get; set; } = Color.Blue;
- public override string Name { get; set; } = "wire-name-bomb-proceed";
- public override bool LightRequiresPower { get; set; } = false;
- public override StatusLightState? GetLightState(Wire wire, DefusableComponent comp)
- {
- return comp.Activated ? StatusLightState.Off : StatusLightState.BlinkingFast;
- }
- public override object StatusKey { get; } = DefusableWireStatus.ProceedIndicator;
- public override bool Cut(EntityUid user, Wire wire, DefusableComponent comp)
- {
- return EntityManager.System<DefusableSystem>().ProceedWireCut(user, wire, comp);
- }
- public override bool Mend(EntityUid user, Wire wire, DefusableComponent comp)
- {
- return true;
- }
- public override void Pulse(EntityUid user, Wire wire, DefusableComponent comp)
- {
- EntityManager.System<DefusableSystem>().ProceedWirePulse(user, wire, comp);
- }
- }
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