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https://github.com/space-syndicate/space-station-14.git
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* SpookyExtinguish, oooooo * comments, intensity * Use allowedIntensity in GhostSystem * commento-stuffed * GhostComponent: return to BooCount for sanity * unindento * fix ghost component, dependency order (holy shit) * More cleanup than feature at this point * Add partial to PoweredLightSystem * event field order, ghost system comments * Separate spooky, consistency w.r.t. DoGhostEvent * BooActionEvent handler to GhostSystem.Boo, fix ext * featuring kenny blankenship and vic romano * fix maximum value * Fix BooIntensity comment * remove whitespace * comments, RevenantSystem: set handled * "for a typical ghost" * Address PR suggestions * Use Handled, SpookyLight: BooIntensity->Intensity * Use Handled in BooActionEvent handler, update name * remove query * address beck-thompson's requested changes + Handled * ResponseIntensity setter, private Handled setter * Check Handled, not !Handled * there is a third * the hell was this using placement * Obsolete Extinguish, Try with Entity<T> * why wasn't this using TimeOffsetSerializer --------- Co-authored-by: iaada <iaada@users.noreply.github.com>
35 lines
1.1 KiB
C#
35 lines
1.1 KiB
C#
using Content.Shared.Ghost.Components;
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using Robust.Shared.Audio;
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namespace Content.Server.Ghost.Components;
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/// <summary>
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/// Causes an entity to react to ghost player using the "Boo!" action by
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/// extinguishing the entity.
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/// </summary>
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/// <seealso cref="FlammableComponent"/>
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/// <seealso cref="GhostBooEvent"/>
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[RegisterComponent]
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public sealed partial class SpookyExtinguishableComponent : Component
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{
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/// <summary>
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/// The likelihood that a <see cref="GhostBooEvent"/> extinguishes this entity.
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/// </summary>
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[DataField]
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public float ExtinguishChance = 0.8f;
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/// <summary>
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/// The intensity of this response.
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/// </summary>
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/// <remarks>
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/// Extinguishing a candle, for example, is less distracting than a flickering light, so the default is Subtle.
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/// </remarks>
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[DataField]
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public GhostBooIntensity Intensity = GhostBooIntensity.Subtle;
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/// <summary>
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/// An optional sound that should play when this is extinguished.
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/// </summary>
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[DataField]
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public SoundSpecifier? ExtinguishSound = new SoundPathSpecifier("/Audio/Effects/quick_exhale.ogg");
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}
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