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* move-accents-to-shared * Update AccentSystem.cs * Update ListeningSystem.cs * aaaaaa * Update AccentSystem.cs * oh god * aaooao * // * review * fix * Update VocalSystem.cs
57 lines
1.7 KiB
C#
57 lines
1.7 KiB
C#
using Content.Shared.Chat.Prototypes;
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using Content.Shared.Speech.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Speech.Components;
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/// <summary>
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/// Component required for entities to be able to do vocal emotions.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(VocalSystem))]
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public sealed partial class VocalComponent : Component
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{
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//TODO: Wilhelm scream logic needs to be more generic
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/// <summary>
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/// Emote ID for screaming (for whilhelm scream)
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/// </summary>
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[DataField]
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[AutoNetworkedField]
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public ProtoId<EmotePrototype> ScreamId = "Scream";
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/// <summary>
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/// Sound specifier for Wilhelm scream
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/// </summary>
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[DataField]
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[AutoNetworkedField]
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public SoundSpecifier Wilhelm = new SoundPathSpecifier("/Audio/Voice/Human/wilhelm_scream.ogg");
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/// <summary>
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/// Odds that screaming will be a Wilhelm scream
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/// </summary>
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[DataField]
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[AutoNetworkedField]
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public float WilhelmProbability = 0.0002f;
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/// <summary>
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/// Default Emote Action to grant
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/// </summary>
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[DataField]
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[AutoNetworkedField]
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public EntProtoId? EmoteAction = "ActionScream";
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[DataField]
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[AutoNetworkedField]
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public EntityUid? EmoteActionEntity;
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/// <summary>
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/// Currently loaded emote sounds prototype, based on entity sex on humanoids.
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/// Null if no valid prototype for entity sex was found.
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/// Generally everything should have this set. This provides the sounds for Urists as well.
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/// </summary>
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[DataField]
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[AutoNetworkedField]
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public ProtoId<EmoteSoundsPrototype>? EmoteSounds;
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}
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