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- using Content.Shared.Inventory;
- using Robust.Shared.GameStates;
- namespace Content.Shared.IdentityManagement.Components;
- [RegisterComponent, NetworkedComponent]
- public sealed partial class IdentityBlockerComponent : Component
- {
- [DataField]
- public bool Enabled = true;
- /// <summary>
- /// What part of your face does this cover? Eyes, mouth, or full?
- /// </summary>
- [DataField]
- public IdentityBlockerCoverage Coverage = IdentityBlockerCoverage.FULL;
- }
- public enum IdentityBlockerCoverage
- {
- NONE = 0,
- MOUTH = 1 << 0,
- EYES = 1 << 1,
- FULL = MOUTH | EYES
- }
- /// <summary>
- /// Raised on an entity and relayed to inventory to determine if its identity should be knowable.
- /// </summary>
- public sealed class SeeIdentityAttemptEvent : CancellableEntityEventArgs, IInventoryRelayEvent
- {
- // i.e. masks, helmets, or glasses.
- public SlotFlags TargetSlots => SlotFlags.MASK | SlotFlags.HEAD | SlotFlags.EYES;
- // cumulative coverage from each relayed slot
- public IdentityBlockerCoverage TotalCoverage = IdentityBlockerCoverage.NONE;
- }
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