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"Changes: Sprites": | ||
- '**/*.rsi/*.png' | ||
"Map": | ||
- 'Resources/Maps/**/*.yml' # All .yml files in the Resources/Maps directory, recursive. | ||
- 'Resources/Prototypes/Maps/frontier.yml' | ||
- 'Resources/Prototypes/_NF/Shipyard/*.yml' # POI's are also here for some reason. | ||
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"Changes: Map": | ||
- 'Resources/Maps/*.yml' | ||
- 'Resources/Prototypes/Maps/*.yml' | ||
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"Changes: UI": | ||
- '**/*.xaml*' | ||
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"No C#": | ||
- all: ["!**/*.cs"] | ||
"Shuttle": | ||
- 'Resources/Maps/Shuttles/*.yml' # All .yml files directly in the Resources/Maps/Shuttles directory. | ||
- 'Resources/Prototypes/_NF/Shipyard/*.yml' # Shuttles! |
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# This workflow will triage pull requests and apply a label based on the | ||
# paths that are modified in the pull request. | ||
# | ||
# To use this workflow, you will need to set up a .github/labeler.yml | ||
# file with configuration. For more information, see: | ||
# https://github.com/actions/labeler | ||
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# This is entirely a github default file, except for this comment, but it should be fine. -Tsjip | ||
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name: Labeler | ||
on: [pull_request_target] | ||
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jobs: | ||
label: | ||
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runs-on: ubuntu-latest | ||
permissions: | ||
contents: read | ||
pull-requests: write | ||
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steps: | ||
- uses: actions/labeler@v4 | ||
with: | ||
repo-token: "${{ secrets.GITHUB_TOKEN }}" |
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4 changes: 3 additions & 1 deletion
4
Content.Server/Nyanotrasen/Item/PseudoItem/PseudoItemComponent.cs
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@@ -1,9 +1,20 @@ | ||
namespace Content.Server.VoiceMask; | ||
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public enum Mode : byte // Frontier | ||
{ | ||
Real, | ||
Fake, | ||
Unknown | ||
} | ||
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[RegisterComponent] | ||
public sealed partial class VoiceMaskComponent : Component | ||
{ | ||
[ViewVariables(VVAccess.ReadWrite)] public bool Enabled = true; | ||
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[ViewVariables(VVAccess.ReadWrite)] public string VoiceName = "Unknown"; | ||
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[ViewVariables(VVAccess.ReadWrite), DataField("mode")] // Frontier | ||
[AutoNetworkedField] | ||
public Mode Mode = Mode.Unknown; | ||
} |
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namespace Content.Shared._NF.Cloning; | ||
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/// <summary> | ||
/// Indicates that this Component should be transferred to the new entity when the entity is cloned (for example, using a cloner) | ||
/// </summary> | ||
public interface ITransferredByCloning | ||
{ | ||
} | ||
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35 changes: 35 additions & 0 deletions
35
Content.Shared/_NF/Clothing/Components/EmitsSoundOnMoveComponent.cs
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using Robust.Shared.Audio; | ||
using Robust.Shared.GameStates; | ||
using Robust.Shared.Map; | ||
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namespace Content.Shared._NF.Clothing.Components; | ||
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/// <summary> | ||
/// Indicates that the clothing entity emits sound when it moves. | ||
/// </summary> | ||
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState] | ||
public sealed partial class EmitsSoundOnMoveComponent : Component | ||
{ | ||
[ViewVariables(VVAccess.ReadWrite)] | ||
[DataField(required: true), AutoNetworkedField] | ||
public SoundSpecifier SoundCollection = default!; | ||
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[ViewVariables(VVAccess.ReadWrite)] | ||
[DataField("requiresGravity"), AutoNetworkedField] | ||
public bool RequiresGravity = true; | ||
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[ViewVariables(VVAccess.ReadOnly)] | ||
public EntityCoordinates LastPosition = EntityCoordinates.Invalid; | ||
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/// <summary> | ||
/// The distance moved since the played sound. | ||
/// </summary> | ||
[ViewVariables(VVAccess.ReadOnly)] | ||
public float SoundDistance = 0f; | ||
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/// <summary> | ||
/// Whether this item is equipped in a inventory item slot. | ||
/// </summary> | ||
[ViewVariables(VVAccess.ReadOnly)] | ||
public bool IsSlotValid = true; | ||
} |
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