[DataField("tags", customTypeSerializer: typeof(PrototypeIdHashSetSerializer<AccessLevelPrototype>))]
[Access(typeof(SharedAccessSystem), Other = AccessPermissions.ReadExecute)] // FIXME Friends
- [AutoNetworkedField(true)]
+ [AutoNetworkedField]
public HashSet<string> Tags = new();
/// <summary>
/// Access Groups. These are added to the tags during map init. After map init this will have no effect.
/// </summary>
[DataField("groups", readOnly: true, customTypeSerializer: typeof(PrototypeIdHashSetSerializer<AccessGroupPrototype>))]
- [AutoNetworkedField(true)]
+ [AutoNetworkedField]
public HashSet<string> Groups = new();
}
}
}
- [DataField, AutoNetworkedField(true)]
+ [DataField, AutoNetworkedField]
public List<ProtoId<AccessLevelPrototype>> AccessLevels = new();
[ViewVariables(VVAccess.ReadWrite)]
/// <summary>
/// Child body parts attached to this body part.
/// </summary>
- [DataField, AutoNetworkedField(CloneData = true)]
+ [DataField, AutoNetworkedField]
public Dictionary<string, BodyPartSlot> Children = new();
/// <summary>
/// Organs attached to this body part.
/// </summary>
- [DataField, AutoNetworkedField(CloneData = true)]
+ [DataField, AutoNetworkedField]
public Dictionary<string, OrganSlot> Organs = new();
/// <summary>
/// <summary>
/// The entities that are currently buckled
/// </summary>
- [AutoNetworkedField(true)]
+ [AutoNetworkedField]
[ViewVariables] // TODO serialization
public HashSet<EntityUid> BuckledEntities = new();
[DataField]
public Dictionary<HumanoidVisualLayers, HumanoidSpeciesSpriteLayer> BaseLayers = new();
- [DataField, AutoNetworkedField(true)]
+ [DataField, AutoNetworkedField]
public HashSet<HumanoidVisualLayers> PermanentlyHidden = new();
// Couldn't these be somewhere else?
/// Stored on the server, this is merged in the client into
/// all layer settings.
/// </summary>
- [DataField, AutoNetworkedField(true)]
+ [DataField, AutoNetworkedField]
public Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo> CustomBaseLayers = new();
/// <summary>
/// Visual layers currently hidden. This will affect the base sprite
/// on this humanoid layer, and any markings that sit above it.
/// </summary>
- [DataField, AutoNetworkedField(true)]
+ [DataField, AutoNetworkedField]
public HashSet<HumanoidVisualLayers> HiddenLayers = new();
[DataField, AutoNetworkedField]
/// A dictionary relating HungerThreshold to the amount of <see cref="CurrentHunger"/> needed for each one
/// </summary>
[DataField("thresholds", customTypeSerializer: typeof(DictionarySerializer<HungerThreshold, float>))]
- [AutoNetworkedField(cloneData: true)]
+ [AutoNetworkedField]
public Dictionary<HungerThreshold, float> Thresholds = new()
{
{ HungerThreshold.Overfed, 200.0f },
/// A dictionary relating hunger thresholds to corresponding alerts.
/// </summary>
[DataField("hungerThresholdAlerts", customTypeSerializer: typeof(DictionarySerializer<HungerThreshold, AlertType>))]
- [AutoNetworkedField(cloneData: true)]
+ [AutoNetworkedField]
public Dictionary<HungerThreshold, AlertType> HungerThresholdAlerts = new()
{
{ HungerThreshold.Peckish, AlertType.Peckish },
/// A dictionary relating HungerThreshold to how much they modify <see cref="BaseDecayRate"/>.
/// </summary>
[DataField("hungerThresholdDecayModifiers", customTypeSerializer: typeof(DictionarySerializer<HungerThreshold, float>))]
- [AutoNetworkedField(cloneData: true)]
+ [AutoNetworkedField]
public Dictionary<HungerThreshold, float> HungerThresholdDecayModifiers = new()
{
{ HungerThreshold.Overfed, 1.2f },
public TimeSpan UpdateRate = TimeSpan.FromSeconds(1);
[DataField("thresholds")]
- [AutoNetworkedField(cloneData: true)]
+ [AutoNetworkedField]
public Dictionary<ThirstThreshold, float> ThirstThresholds = new()
{
{ThirstThreshold.OverHydrated, 600.0f},
/// <summary>
/// A dictionary of a player's netuserID to the amount of points they have.
/// </summary>
- [DataField, AutoNetworkedField(true)]
+ [DataField, AutoNetworkedField]
public Dictionary<NetUserId, FixedPoint2> Points = new();
/// <summary>
[DataField("mainDiscipline", customTypeSerializer: typeof(PrototypeIdSerializer<TechDisciplinePrototype>))]
public string? MainDiscipline;
- [AutoNetworkedField(true)]
+ [AutoNetworkedField]
[DataField("currentTechnologyCards")]
public List<string> CurrentTechnologyCards = new();
/// <summary>
/// Which research disciplines are able to be unlocked
/// </summary>
- [AutoNetworkedField(true)]
+ [AutoNetworkedField]
[DataField("supportedDisciplines", customTypeSerializer: typeof(PrototypeIdListSerializer<TechDisciplinePrototype>))]
public List<string> SupportedDisciplines = new();
/// <summary>
/// The ids of all the technologies which have been unlocked.
/// </summary>
- [AutoNetworkedField(true)]
+ [AutoNetworkedField]
[DataField("unlockedTechnologies", customTypeSerializer: typeof(PrototypeIdListSerializer<TechnologyPrototype>))]
public List<string> UnlockedTechnologies = new();
/// This is maintained alongside the TechnologyIds
/// </summary>
/// todo: if you unlock all the recipes in a tech, it doesn't count as unlocking the tech. sadge
- [AutoNetworkedField(true)]
+ [AutoNetworkedField]
[DataField("unlockedRecipes", customTypeSerializer: typeof(PrototypeIdListSerializer<LatheRecipePrototype>))]
public List<string> UnlockedRecipes = new();
}
/// List of fixtures that had their collision mask changed when the entity was downed.
/// Required for re-adding the collision mask.
/// </summary>
- [DataField, AutoNetworkedField(true)]
+ [DataField, AutoNetworkedField]
public List<string> ChangedFixtures = new();
}
}
/// <summary>
/// List of entities that are currently colliding with the entity.
/// </summary>
- [ViewVariables, AutoNetworkedField(true)]
+ [ViewVariables, AutoNetworkedField]
public HashSet<EntityUid> Colliding = new();
/// <summary>
/// The list of entities that are standing on this entity,
/// which shouldn't be able to trigger it again until stepping off.
/// </summary>
- [ViewVariables, AutoNetworkedField(true)]
+ [ViewVariables, AutoNetworkedField]
public HashSet<EntityUid> CurrentlySteppedOn = new();
/// <summary>