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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
35 lines
1.2 KiB
C#
35 lines
1.2 KiB
C#
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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/// Will change the voice of the entity that has the component (e.g radio and speech).
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/// </summary>
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/// <remarks>
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/// Before using this component, please take a look at the the TransformSpeakerNameEvent (and the inventory relay version).
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/// Depending on what you're doing, it could be a better choice!
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/// </remarks>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class VoiceOverrideComponent : Component
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{
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/// <summary>
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/// The name that will be used instead of an entities default one.
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/// Uses the localized version of the string and if null wont do anything.
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/// </summary>
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[DataField]
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public string? NameOverride;
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/// <summary>
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/// The verb that will be used insteand of an entities default one.
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/// If null, the defaut will be used.
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/// </summary>
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[DataField]
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public ProtoId<SpeechVerbPrototype>? SpeechVerbOverride;
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/// <summary>
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/// If true, the override values (if they are not null) will be applied.
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/// </summary>
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[DataField]
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public bool Enabled = true;
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}
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