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- using Content.Shared.Chemistry.EntitySystems;
- using Robust.Shared.GameStates;
- namespace Content.Shared.Chemistry.Components;
- [RegisterComponent, NetworkedComponent, Access(typeof(SolutionSpikerSystem))]
- public sealed partial class SolutionSpikerComponent : Component
- {
- /// <summary>
- /// The source solution to take the reagents from in order
- /// to spike the other solution container.
- /// </summary>
- [DataField(required: true)]
- public string SourceSolution = string.Empty;
- /// <summary>
- /// If spiking with this entity should ignore empty containers or not.
- /// </summary>
- [DataField]
- public bool IgnoreEmpty;
- /// <summary>
- /// If true, the entity is deleted after spiking.
- /// This is almost certainly what you want.
- /// </summary>
- [DataField]
- public bool Delete = true;
- /// <summary>
- /// What should pop up when spiking with this entity.
- /// </summary>
- [DataField]
- public LocId Popup = "spike-solution-generic";
- /// <summary>
- /// What should pop up when spiking fails because the container was empty.
- /// </summary>
- [DataField]
- public LocId PopupEmpty = "spike-solution-empty-generic";
- }
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