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https://github.com/space-syndicate/space-station-14.git
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* Replace WithVolume() with AddVolume(), Remove AudioHelpers.WithVariation(), Use specifier options for audio params * Undo switching to AudioParams.AddVariation() * Replace AudioHelpers.WithVariation with AudioParams.AddVariation() * Test AudioParams.AddVariation() and change input parameters to sound like previous AudioHelpers.WithVariation() * Fix build error * Fix build error v2 * Remove DoAfter * fixes --------- Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
85 lines
2.6 KiB
C#
85 lines
2.6 KiB
C#
using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Flash.Components;
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/// <summary>
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/// Allows this entity to flash someone by using it or melee attacking with it.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(SharedFlashSystem))]
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public sealed partial class FlashComponent : Component
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{
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/// <summary>
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/// Flash the area around the entity when used in hand?
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool FlashOnUse = true;
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/// <summary>
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/// Flash the area around the entity when the flash is used with ranged interaction?
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool FlashOnRangedInteract = false;
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/// <summary>
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/// Flash the target when melee attacking them?
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool FlashOnMelee = true;
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/// <summary>
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/// Time the Flash will be visually flashing after use.
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/// For the actual interaction delay use UseDelayComponent.
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/// These two times should be the same.
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan FlashingTime = TimeSpan.FromSeconds(4);
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/// <summary>
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/// For how long the target will lose vision when melee attacked with the flash.
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan MeleeDuration = TimeSpan.FromSeconds(5);
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/// <summary>
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/// For how long the target will lose vision when used in hand.
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan AoeFlashDuration = TimeSpan.FromSeconds(2);
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/// <summary>
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/// How long a target is stunned when a melee flash is used.
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/// If null, melee flashes will not stun at all.
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan? MeleeStunDuration = TimeSpan.FromSeconds(1.5);
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/// <summary>
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/// Range of the flash when using it.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float Range = 7f;
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/// <summary>
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/// Movement speed multiplier for slowing down the target while they are flashed.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float SlowTo = 0.5f;
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/// <summary>
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/// The sound to play when flashing.
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/// </summary>
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[DataField, AutoNetworkedField]
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public SoundSpecifier Sound = new SoundPathSpecifier("/Audio/Weapons/flash.ogg")
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{
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Params = AudioParams.Default.AddVolume(1f).WithMaxDistance(3f)
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};
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/// <summary>
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/// The probability of sucessfully flashing someone.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float Probability = 1f;
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}
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