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- using Robust.Shared.GameStates;
- using Robust.Shared.Network;
- using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
- namespace Content.Shared.Bed.Cryostorage;
- /// <summary>
- /// This is used to track an entity that is currently being held in Cryostorage.
- /// </summary>
- [RegisterComponent, NetworkedComponent]
- [AutoGenerateComponentState, AutoGenerateComponentPause]
- public sealed partial class CryostorageContainedComponent : Component
- {
- /// <summary>
- /// If true, the player's mind won't be removed from their body when they are moved into cryosleep
- /// allowing them to rejoin later.
- /// </summary>
- [DataField]
- public bool AllowReEnteringBody;
- /// <summary>
- /// The time at which the cryostorage grace period ends.
- /// </summary>
- [DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
- [AutoPausedField]
- public TimeSpan? GracePeriodEndTime;
- /// <summary>
- /// The cryostorage this entity is 'stored' in.
- /// </summary>
- [DataField, AutoNetworkedField]
- public EntityUid? Cryostorage;
- [DataField]
- public NetUserId? UserId;
- }
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