Stop mimes from screaming or laughing (#16052)
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@@ -11,6 +11,10 @@ using Robust.Shared.Player;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Timing;
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using Robust.Shared.Timing;
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using Content.Server.Chat.Systems;
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using Content.Server.Speech.Components;
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using Content.Shared.Chat.Prototypes;
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using Content.Server.Speech.EntitySystems;
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namespace Content.Server.Abilities.Mime
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namespace Content.Server.Abilities.Mime
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{
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{
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@@ -28,6 +32,8 @@ namespace Content.Server.Abilities.Mime
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SubscribeLocalEvent<MimePowersComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<MimePowersComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<MimePowersComponent, SpeakAttemptEvent>(OnSpeakAttempt);
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SubscribeLocalEvent<MimePowersComponent, SpeakAttemptEvent>(OnSpeakAttempt);
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SubscribeLocalEvent<MimePowersComponent, InvisibleWallActionEvent>(OnInvisibleWall);
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SubscribeLocalEvent<MimePowersComponent, InvisibleWallActionEvent>(OnInvisibleWall);
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SubscribeLocalEvent<MimePowersComponent, EmoteEvent>(OnEmote, before: new[] { typeof(VocalSystem) });
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SubscribeLocalEvent<MimePowersComponent, ScreamActionEvent>(OnScreamAction, before: new[] { typeof(VocalSystem) });
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}
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}
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public override void Update(float frameTime)
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public override void Update(float frameTime)
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{
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{
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@@ -60,6 +66,25 @@ namespace Content.Server.Abilities.Mime
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args.Cancel();
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args.Cancel();
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}
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}
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private void OnEmote(EntityUid uid, MimePowersComponent component, ref EmoteEvent args)
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{
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if (!component.Enabled || args.Handled)
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return;
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//still leaves the text so it looks like they are pantomiming a laugh
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if (args.Emote.Category.HasFlag(EmoteCategory.Vocal))
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args.Handled = true;
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}
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private void OnScreamAction(EntityUid uid, MimePowersComponent component, ScreamActionEvent args)
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{
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if (!component.Enabled || args.Handled)
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return;
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_popupSystem.PopupEntity(Loc.GetString("mime-cant-speak"), uid, uid);
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args.Handled = true;
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}
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/// <summary>
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/// <summary>
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/// Creates an invisible wall in a free space after some checks.
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/// Creates an invisible wall in a free space after some checks.
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/// </summary>
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/// </summary>
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