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TODO: stop taking on enormous projects when tired
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using OpenDreamRuntime.Procs; | ||
using OpenDreamRuntime.Rendering; | ||
using OpenDreamShared.Dream; | ||
using OpenDreamShared.Rendering; | ||
using Robust.Shared.Map; | ||
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namespace OpenDreamRuntime.Objects.Types; | ||
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public sealed class DreamObjectParticles : DreamObject { | ||
public EntityUid Entity = EntityUid.Invalid; | ||
public DreamParticlesComponent ParticlesComponent; | ||
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public DreamObjectParticles(DreamObjectDefinition objectDefinition) : base(objectDefinition) { | ||
Entity = EntityManager.SpawnEntity(null, new MapCoordinates(0, 0, MapId.Nullspace)); //spawning an entity in nullspace means it never actually gets sent to any clients until it's placed on the map, or it gets a PVS override | ||
ParticlesComponent = EntityManager.AddComponent<DreamParticlesComponent>(Entity); | ||
//populate component with settings from type | ||
//do set/get var to grab those also | ||
//check if I need to manually send update events to the component? | ||
//add entity array to appearance objects | ||
//collect entities client-side for the rendermetadata | ||
//idk I guess bodge generators right now? | ||
//set up a special list type on /atom for /particles | ||
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} | ||
} |
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