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using Content.Shared.Audio;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Fluids;
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/// <summary>
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/// For entities that can clean up puddles
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class AbsorbentComponent : Component
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{
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public const string SolutionName = "absorbed";
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public Dictionary<Color, float> Progress = new();
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/// <summary>
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/// How much solution we can transfer in one interaction.
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/// </summary>
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[DataField("pickupAmount")]
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public FixedPoint2 PickupAmount = FixedPoint2.New(100);
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[DataField("pickupSound")]
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public SoundSpecifier PickupSound = new SoundPathSpecifier("/Audio/Effects/Fluids/watersplash.ogg")
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{
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Params = AudioParams.Default.WithVariation(SharedContentAudioSystem.DefaultVariation),
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};
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[DataField("transferSound")] public SoundSpecifier TransferSound =
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new SoundPathSpecifier("/Audio/Effects/Fluids/slosh.ogg")
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{
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Params = AudioParams.Default.WithVariation(SharedContentAudioSystem.DefaultVariation).WithVolume(-3f),
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};
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public static readonly SoundSpecifier DefaultTransferSound =
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new SoundPathSpecifier("/Audio/Effects/Fluids/slosh.ogg")
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{
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Params = AudioParams.Default.WithVariation(SharedContentAudioSystem.DefaultVariation).WithVolume(-3f),
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};
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}
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