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* MutedStatusEffects * Update species_base.yml * System * refactor * yml fix * fix component * review * fix yml * Update disabilities.yml * StatusEffectMuted -> TraitStatusEffectMuted * Update misc.yml * merge * RemoveStatusEffect * more review * cleanup * merge * oops * Send it --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
42 lines
1.3 KiB
C#
42 lines
1.3 KiB
C#
using Content.Server.Chat.Systems;
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using Content.Shared.Mobs;
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using Content.Shared.Speech.Muting;
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using Content.Shared.StatusEffectNew;
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namespace Content.Server.Mobs;
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/// <summary>
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/// A system that handles death gasps, an emote a character makes when they die.
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/// </summary>
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/// <seealso cref="DeathgaspComponent"/>
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public sealed partial class DeathgaspSystem : EntitySystem
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{
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[Dependency] private ChatSystem _chat = default!;
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[Dependency] private StatusEffectsSystem _statusEffects = default!;
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[SubscribeLocalEvent]
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private void OnMobStateChanged(Entity<DeathgaspComponent> ent, ref MobStateChangedEvent args)
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{
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// don't deathgasp if they arent going straight from crit to dead
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if (args.NewMobState != MobState.Dead || args.OldMobState != MobState.Critical)
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return;
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Deathgasp(ent, ent.Comp);
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}
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/// <summary>
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/// Causes an entity to perform their deathgasp emote, if they have one.
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/// </summary>
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public bool Deathgasp(EntityUid uid, DeathgaspComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return false;
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if (_statusEffects.HasEffectComp<MutedStatusEffectComponent>(uid))
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return false;
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_chat.TryEmoteWithChat(uid, component.Prototype, ignoreActionBlocker: true);
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return true;
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}
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}
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