+++ /dev/null
-using Content.Shared.Administration.Components;
-using Robust.Shared.GameStates;
-
-namespace Content.Client.Administration.Components;
-
-[RegisterComponent]
-public sealed partial class KillSignComponent : SharedKillSignComponent;
--- /dev/null
+using Content.Shared.Administration.Systems;
+
+namespace Content.Client.Administration.Systems;
+
+public sealed class BufferingSystem : SharedBufferingSystem
+{
+}
using System.Numerics;
-using Content.Client.Administration.Components;
+using Content.Shared.Administration.Components;
using Robust.Client.GameObjects;
using Robust.Shared.Utility;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
+using YamlDotNet.RepresentationModel;
using Content.Server.Administration.Systems;
using Content.Server.GameTicking;
using Content.Server.Maps;
using Content.Server.Station.Components;
using Content.Shared.CCVar;
using Content.Shared.Roles;
+using Content.Shared.Station.Components;
using Robust.Shared.Configuration;
using Robust.Shared.ContentPack;
+using Robust.Shared.EntitySerialization;
+using Robust.Shared.EntitySerialization.Systems;
using Robust.Shared.GameObjects;
+using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
+using Robust.Shared.Map.Events;
using Robust.Shared.Prototypes;
-using Content.Shared.Station.Components;
-using Robust.Shared.EntitySerialization;
-using Robust.Shared.EntitySerialization.Systems;
-using Robust.Shared.IoC;
using Robust.Shared.Utility;
-using YamlDotNet.RepresentationModel;
-using Robust.Shared.Map.Events;
-
namespace Content.IntegrationTests.Tests
{
[TestFixture]
+++ /dev/null
-namespace Content.Server.Administration.Components;
-
-[RegisterComponent]
-public sealed partial class AdminMinigunComponent : Component
-{
-
-}
+++ /dev/null
-using Content.Shared.Administration.Components;
-using Robust.Shared.GameStates;
-
-namespace Content.Server.Administration.Components;
-
-[RegisterComponent]
-public sealed partial class KillSignComponent : SharedKillSignComponent;
/// <summary>
/// Component to track the timer for the SuperBonk smite.
/// </summary>
-[RegisterComponent, AutoGenerateComponentPause, Access(typeof(SuperBonkSystem))]
+[RegisterComponent, AutoGenerateComponentPause]
+[Access(typeof(SuperBonkSystem))]
public sealed partial class SuperBonkComponent : Component
{
/// <summary>
-using Content.Server.Administration.Components;
+using System.Numerics;
+using System.Threading;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Body.Systems;
using Content.Server.Electrocution;
using Content.Shared.Actions;
using Content.Shared.Administration;
using Content.Shared.Administration.Components;
+using Content.Shared.Administration.Systems;
using Content.Shared.Atmos.Components;
using Content.Shared.Body.Components;
using Content.Shared.Body.Part;
using Content.Shared.Clothing.Components;
using Content.Shared.Clumsy;
using Content.Shared.Cluwne;
+using Content.Shared.Damage.Components;
using Content.Shared.Damage.Systems;
using Content.Shared.Database;
using Content.Shared.Electrocution;
using Robust.Shared.Random;
using Robust.Shared.Spawners;
using Robust.Shared.Utility;
-using System.Numerics;
-using System.Threading;
-using Content.Shared.Damage.Components;
using Timer = Robust.Shared.Timing.Timer;
namespace Content.Server.Administration.Systems;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Numerics;
-using Content.Server.Administration.Components;
using Content.Server.Cargo.Components;
using Content.Server.Doors.Systems;
using Content.Server.Hands.Systems;
-using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Server.Stack;
using Content.Server.Station.Systems;
using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
using Content.Shared.Administration;
+using Content.Shared.Administration.Components;
+using Content.Shared.Administration.Systems;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Components;
using Content.Shared.Construction.Components;
-using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Content.Shared.Database;
using Content.Shared.Doors.Components;
using System.Numerics;
-using Content.Server.Administration.Components;
using Content.Shared.Administration;
+using Content.Shared.Administration.Components;
+using Content.Shared.Administration.Systems;
using Robust.Shared.Map;
using Robust.Shared.Random;
namespace Content.Server.Administration.Systems;
-public sealed class BufferingSystem : EntitySystem
+public sealed class BufferingSystem : SharedBufferingSystem
{
[Dependency] private readonly IRobustRandom _random = default!;
--- /dev/null
+using Robust.Shared.GameStates;
+
+namespace Content.Shared.Administration.Components;
+
+[RegisterComponent, NetworkedComponent]
+public sealed partial class AdminMinigunComponent : Component;
-using Content.Server.Administration.Systems;
+using Content.Shared.Administration.Systems;
-namespace Content.Server.Administration.Components;
+namespace Content.Shared.Administration.Components;
-[RegisterComponent, Access(typeof(BufferingSystem))]
+[RegisterComponent]
+[Access(typeof(SharedBufferingSystem))]
public sealed partial class BufferingComponent : Component
{
[DataField("minBufferTime")]
public float MinimumBufferTime = 0.5f;
+
[DataField("maxBufferTime")]
public float MaximumBufferTime = 1.5f;
+
[DataField("minTimeTilNextBuffer")]
public float MinimumTimeTilNextBuffer = 10.0f;
+
[DataField("maxTimeTilNextBuffer")]
public float MaximumTimeTilNextBuffer = 120.0f;
- [DataField("timeTilNextBuffer")]
+
+ [DataField]
public float TimeTilNextBuffer = 15.0f;
- [DataField("bufferingIcon")]
+
+ [DataField]
public EntityUid? BufferingIcon = null;
- [DataField("bufferingTimer")]
+
+ [DataField]
public float BufferingTimer = 0.0f;
}
/// </summary>
[RegisterComponent, NetworkedComponent]
[Access(typeof(SharedMeleeWeaponSystem))]
-public sealed partial class DisarmProneComponent : Component
-{
-
-}
+public sealed partial class DisarmProneComponent : Component;
--- /dev/null
+using Robust.Shared.GameStates;
+
+namespace Content.Shared.Administration.Components;
+
+[RegisterComponent, NetworkedComponent]
+public sealed partial class KillSignComponent : Component;
+++ /dev/null
-using Robust.Shared.GameStates;
-
-namespace Content.Shared.Administration.Components;
-
-[NetworkedComponent]
-public abstract partial class SharedKillSignComponent : Component
-{
-
-}
-namespace Content.Server.Administration.Components;
+using Robust.Shared.GameStates;
+
+namespace Content.Shared.Administration.Components;
/// <summary>
/// This is used for the admin map-wide/station-wide/grid-wide infinite power trick.
/// </summary>
-[RegisterComponent]
-public sealed partial class StationInfiniteBatteryTargetComponent : Component
-{
-
-}
+[RegisterComponent, NetworkedComponent]
+public sealed partial class StationInfiniteBatteryTargetComponent : Component;
-using Content.Server.Administration.Components;
+using Content.Shared.Administration.Components;
using Content.Shared.Weapons.Ranged.Events;
-namespace Content.Server.Administration.Systems;
+namespace Content.Shared.Administration.Systems;
public sealed class AdminGunSystem : EntitySystem
{
--- /dev/null
+namespace Content.Shared.Administration.Systems;
+
+public abstract class SharedBufferingSystem : EntitySystem
+{
+}