| 1234567891011121314151617181920212223242526272829303132333435363738 |
- using Content.Server.Defusable.Components;
- using Content.Server.Defusable.Systems;
- using Content.Server.Popups;
- using Content.Server.Wires;
- using Content.Shared.Defusable;
- using Content.Shared.Wires;
- using Robust.Server.GameObjects;
- namespace Content.Server.Defusable.WireActions;
- public sealed partial class BoltWireAction : ComponentWireAction<DefusableComponent>
- {
- public override Color Color { get; set; } = Color.Red;
- public override string Name { get; set; } = "wire-name-bomb-bolt";
- public override bool LightRequiresPower { get; set; } = false;
- public override StatusLightState? GetLightState(Wire wire, DefusableComponent comp)
- {
- return comp.Bolted ? StatusLightState.On : StatusLightState.Off;
- }
- public override object StatusKey { get; } = DefusableWireStatus.BoltIndicator;
- public override bool Cut(EntityUid user, Wire wire, DefusableComponent comp)
- {
- return EntityManager.System<DefusableSystem>().BoltWireCut(user, wire, comp);
- }
- public override bool Mend(EntityUid user, Wire wire, DefusableComponent comp)
- {
- return EntityManager.System<DefusableSystem>().BoltWireMend(user, wire, comp);
- }
- public override void Pulse(EntityUid user, Wire wire, DefusableComponent comp)
- {
- EntityManager.System<DefusableSystem>().BoltWirePulse(user, wire, comp);
- }
- }
|