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- using Content.Shared.Chemistry.EntitySystems;
- using Robust.Shared.GameStates;
- namespace Content.Shared.Chemistry.Components;
- /// <summary>
- /// Basically reverse spiking, instead of using the solution-entity on a beaker, you use the beaker on the solution-entity.
- /// If there is not enough volume it will stay in the solution-entity rather than spill onto the floor.
- /// </summary>
- [RegisterComponent, NetworkedComponent, Access(typeof(ScoopableSolutionSystem))]
- public sealed partial class ScoopableSolutionComponent : Component
- {
- /// <summary>
- /// Solution name that can be scooped from.
- /// </summary>
- [DataField]
- public string Solution = "default";
- /// <summary>
- /// If true, when the whole solution is scooped up the entity will be deleted.
- /// </summary>
- [DataField]
- public bool Delete = true;
- /// <summary>
- /// Popup to show the user when scooping.
- /// Passed entities "scooped" and "beaker".
- /// </summary>
- [DataField]
- public LocId Popup = "scoopable-component-popup";
- }
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