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* component outline * System port * super bonk detour * working good! * relay changes * the death of clumsy * why it stop working?? * now to test it * tested it * Actual genuine tests * final checks * buff up catch test * annoying test fail * refactor: minor whitespace and var rename changes * refactor: changed comments on top of methods to xml-doc for ClumsyStatusEffectSystem --------- Co-authored-by: iaada <iaada@users.noreply.github.com> Co-authored-by: Fildrance <fildrance@gmail.com>
62 lines
2 KiB
C#
62 lines
2 KiB
C#
using Content.Shared.Climbing.Components;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Clumsy.Components;
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/// <summary>
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/// Afflicted entity will occasionally bonk their head when trying to climb something bonkable.
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/// </summary>
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/// <seealso cref="BonkableComponent"/>
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(ClumsyStatusEffectSystem))]
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public sealed partial class ClumsyVaultStatusEffectComponent : Component
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{
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/// <summary>
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/// How often to fail.
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/// </summary>
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[DataField]
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public float ClumsyChance = 0.5f;
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/// <summary>
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/// Sound played upon failure.
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/// </summary>
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[DataField]
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public SoundSpecifier? ClumsySound = new SoundPathSpecifier("/Audio/Items/bikehorn.ogg");
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/// <summary>
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/// Popup played to the afflicted when they fail.
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/// </summary>
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/// <value> Parameters passed in:
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/// <list type="bullet">
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/// <item><c>bonkable</c> - The table being climbed on.</item>
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/// </list>
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/// </value>
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[DataField]
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public LocId? SelfFailedMessage = "clumsy-vaulting-fail-message-user";
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/// <summary>
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/// Popup played to others when the afflicted fails.
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/// </summary>
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/// <value> Parameters passed in:
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/// <list type="bullet">
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/// <item><c>bonkable</c> - The table being climbed on.</item>
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/// <item><c>victim</c> - The climber of the table.</item>
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/// </list>
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/// </value>
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[DataField]
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public LocId? OtherFailedMessage = "clumsy-vaulting-fail-message-others";
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/// <summary>
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/// Popup played when this entity is forced to vault and fails.
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/// </summary>
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/// <value> Parameters passed in:
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/// <list type="bullet">
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/// <item><c>bonkable</c> - The table being climbed on.</item>
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/// <item><c>victim</c> - The vaulter of the table.</item>
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/// <item><c>bonker</c> - The entity forcing the vault.</item>
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/// </list>
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/// </value>
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[DataField]
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public LocId? ForcedMessage = "clumsy-vaulting-fail-forced-message";
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}
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