/// <summary>
/// Solution where the substance is generated
/// </summary>
- [DataField("solutionRef")]
+ [ViewVariables]
public Entity<SolutionComponent>? Solution = null;
}
/// <summary>
/// The solution that gases are condensed into.
/// </summary>
- [DataField]
+ [ViewVariables]
public Entity<SolutionComponent>? Solution = null;
/// <summary>
/// <summary>
/// Internal solution for blood storage
/// </summary>
- [DataField]
- public Entity<SolutionComponent>? BloodSolution = null;
+ [ViewVariables]
+ public Entity<SolutionComponent>? BloodSolution;
/// <summary>
/// Internal solution for reagent storage
/// </summary>
- [DataField]
- public Entity<SolutionComponent>? ChemicalSolution = null;
+ [ViewVariables]
+ public Entity<SolutionComponent>? ChemicalSolution;
/// <summary>
/// Temporary blood solution.
/// When blood is lost, it goes to this solution, and when this
/// solution hits a certain cap, the blood is actually spilled as a puddle.
/// </summary>
- [DataField]
- public Entity<SolutionComponent>? TemporarySolution = null;
+ [ViewVariables]
+ public Entity<SolutionComponent>? TemporarySolution;
/// <summary>
/// Variable that stores the amount of status time added by having a low blood level.
/// <summary>
/// The solution on this entity that these lungs act on.
/// </summary>
- [DataField]
+ [ViewVariables]
public Entity<SolutionComponent>? Solution = null;
/// <summary>
/// <summary>
/// The solution inside of this stomach this transfers reagents to the body.
/// </summary>
- [DataField]
- public Entity<SolutionComponent>? Solution = null;
+ [ViewVariables]
+ public Entity<SolutionComponent>? Solution;
/// <summary>
/// What solution should this stomach push reagents into, on the body?
[DataField]
public string SoilSolutionName = "soil";
- [DataField]
+ [ViewVariables]
public Entity<SolutionComponent>? SoilSolution = null;
}
/// <summary>
/// The solution to add reagents to.
/// </summary>
- [DataField]
+ [ViewVariables]
public Entity<SolutionComponent>? SolutionRef = null;
/// <summary>
/// <summary>
/// The solution on the <see cref="SolutionContainerManagerComponent"/> to use.
/// </summary>
- [DataField("solutionRef")]
+ [ViewVariables]
public Entity<SolutionComponent>? Solution = null;
/// <summary>
/// <summary>
/// The solution to add reagent to.
/// </summary>
- [DataField, ViewVariables(VVAccess.ReadOnly)]
+ [ViewVariables(VVAccess.ReadOnly)]
public Entity<SolutionComponent>? Solution = null;
/// <summary>
/// <summary>
/// The solution to add reagent to.
/// </summary>
- [DataField, ViewVariables(VVAccess.ReadOnly)]
+ [ViewVariables(VVAccess.ReadOnly)]
public Entity<SolutionComponent>? Solution;
/// <summary>
/// <summary>
/// The solution on the entity with touch and ingestion reactions.
/// </summary>
- [DataField]
+ [ViewVariables]
public Entity<SolutionComponent>? Solution = null;
/// <summary>
[DataField, AutoNetworkedField]
public SoundSpecifier? MixingSound;
- [DataField]
+ [ViewVariables]
public Entity<AudioComponent>? MixingSoundEntity;
}
[ValidatePrototypeId<TagPrototype>]
public const string PlungerTag = "Plunger";
- [DataField]
+ [ViewVariables]
public Entity<SolutionComponent>? Solution = null;
[DataField]
[DataField("solution")] public string SolutionName = "puddle";
- [DataField("solutionRef")]
+ [ViewVariables]
public Entity<SolutionComponent>? Solution;
}
}
/// The first entity that this mind controlled. Used for round end information.
/// Might be relevant if the player has ghosted since.
/// </summary>
- [DataField, AutoNetworkedField]
- public NetEntity? OriginalOwnedEntity;
- // This is a net entity, because this field currently ddoes not get set to null when this entity is deleted.
+ [AutoNetworkedField]
+ public NetEntity? OriginalOwnedEntity; // TODO WeakEntityReference make this a Datafield again
+ // This is a net entity, because this field currently does not get set to null when this entity is deleted.
// This is a lazy way to ensure that people check that the entity still exists.
// TODO MIND Fix this properly by adding an OriginalMindContainerComponent or something like that.