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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>
38 lines
1.2 KiB
C#
38 lines
1.2 KiB
C#
using Content.Shared.Ghost.Components;
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namespace Content.Server.Ghost;
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/// <summary>
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/// A targeted event raised to cause spooky events (e.g. flickering lights).
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/// </summary>
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/// <remarks>
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/// Most frequently used by ghosts to haunt an area, hence the name.
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/// </remarks>
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[ByRefEvent]
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public struct GhostBooEvent(GhostBooIntensity allowedIntensity)
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{
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/// <summary>
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/// The maximum level of intensity that the caller will allow.
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/// </summary>
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public readonly GhostBooIntensity AllowedIntensity = allowedIntensity;
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/// <summary>
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/// The type of action that was performed, if any.
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/// Should only be set by handling entities if something happened.
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/// </summary>
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public GhostBooIntensity ResponseIntensity { get; private set; } = GhostBooIntensity.None;
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/// <summary>
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/// Whether or not the event has been handled already.
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/// </summary>
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public bool Handled { get; private set; }
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/// <summary>
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/// Sets both the handled status of this event and the intensity of its response.
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/// </summary>
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public void SetResponseIntensity(GhostBooIntensity intensity)
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{
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Handled = true;
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ResponseIntensity = intensity;
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}
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}
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