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- using Robust.Shared.GameStates;
- using Robust.Shared.Prototypes;
- using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
- namespace Content.Shared.Respawn;
- /// <summary>
- /// This is to be used where you need some item respawned on station if it was deleted somehow in round
- /// Items like the nuke disk.
- /// </summary>
- [RegisterComponent, NetworkedComponent]
- public sealed partial class SpecialRespawnComponent: Component
- {
- [ViewVariables]
- [DataField("stationMap")]
- public (EntityUid?, EntityUid?) StationMap;
- /// <summary>
- /// Checks if the entityentity should respawn on the station grid
- /// </summary>
- [ViewVariables(VVAccess.ReadWrite)]
- [DataField("respawn")]
- public bool Respawn = true;
- /// <summary>
- /// The prototypeID of the entity to be respawned
- /// </summary>
- [ViewVariables]
- [DataField("prototype", required:true, customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
- public string Prototype = "";
- }
- public sealed class SpecialRespawnSetupEvent : EntityEventArgs
- {
- public EntityUid Entity;
- public SpecialRespawnSetupEvent(EntityUid entity)
- {
- Entity = entity;
- }
- }
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