Speech and Emoting components (#3075)
* Add Speech and Emoting components. * makesentient gives you speech and emoting abilities. * Ghosts do *not* need a SpeechComponent. * I hate you all, and I hate shared code as well.
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@@ -4,6 +4,7 @@ using Content.Server.Administration;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Headset;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Mobs.Speech;
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using Content.Server.GameObjects.Components.Observer;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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@@ -1,8 +1,10 @@
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#nullable enable
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using Content.Server.Administration;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Mobs.Speech;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Shared.Administration;
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using Content.Shared.GameObjects.Components.Mobs.Speech;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Console;
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using Robust.Shared.GameObjects;
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@@ -47,6 +49,8 @@ namespace Content.Server.Commands
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entity.EnsureComponent<MindComponent>();
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entity.EnsureComponent<PlayerInputMoverComponent>();
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entity.EnsureComponent<SharedSpeechComponent>();
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entity.EnsureComponent<SharedEmotingComponent>();
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}
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}
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}
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@@ -1,4 +1,11 @@
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namespace Content.Server.GameObjects.Components.Mobs.Speech
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#nullable enable
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using Content.Shared.GameObjects.Components.Mobs.Speech;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Mobs.Speech
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{
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internal interface IAccentComponent
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{
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