Files
OldThink/Content.Shared/Weapons/Melee/Components/MeleeSoundComponent.cs
Aviu00 74ef19d6a6 Cult update (#220)
* - tweak: Cult door not bump openable.

* - tweak: Better summoning and Narsie

* - tweak: Construct update.

* - tweak: Eldrich blade fits in suit storage.

* - tweak: More spell limit.

* - fix: Fix pylon desc.

* - tweak: Teleport works on cuffed targets.

* - tweak: More popups if target is holy.

* - fix: No rune drawing using fingers.

* - tweak: Better pylon placement & less pylon healing range.

* - tweak: More blood rites charge.

* - fix: Fix max spell amount.

* - tweak: Less cult door and wall health.

* - fix: Constructs are dead IC.

* - add: Revive rune now notifies player.

* - add: Narsie summon rune eui.

* - fix: Fix narsie summon sound not playing for reapers.

* - tweak: Whatever.

* - add: Conceal presence spell.

* - tweak: Tweakz.

* - add: Blood spear.

* - add: Blood boil barrage.

* - tweak: Artificer flies.

* - tweak: Blood bolt color tweaks.

* - tweak: Runic door is bump openable again.

* - fix: Fix concealed door outline.

* - add: Update concealable name and desc.

* - tweak: Remove the unremoveable.

* - tweak: Gift ignore.

* - add: Organs regenerate on rejuvenate.

* - tweak: Brainless cultist is fine.

* - add: Added more fun.

* - add: Add rune descriptions.

* - fix: Fixes.

* - tweak: Blood rites now uses verb.

* - tweak: Bring it back.
2024-03-22 08:23:33 +00:00

39 lines
1.5 KiB
C#

using Content.Shared.Damage.Prototypes;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
namespace Content.Shared.Weapons.Melee.Components;
/// <summary>
/// Plays the specified sound upon receiving damage of the specified type.
/// </summary>
[RegisterComponent]
[NetworkedComponent, AutoGenerateComponentState] // WD
public sealed partial class MeleeSoundComponent : Component
{
/// <summary>
/// Specified sounds to apply when the entity takes damage with the specified group.
/// Will fallback to defaults if none specified.
/// </summary>
[DataField("soundGroups",
customTypeSerializer: typeof(PrototypeIdDictionarySerializer<SoundSpecifier, DamageGroupPrototype>))]
[AutoNetworkedField] // WD
public Dictionary<string, SoundSpecifier>? SoundGroups;
/// <summary>
/// Specified sounds to apply when the entity takes damage with the specified type.
/// Will fallback to defaults if none specified.
/// </summary>
[DataField("soundTypes",
customTypeSerializer: typeof(PrototypeIdDictionarySerializer<SoundSpecifier, DamageTypePrototype>))]
[AutoNetworkedField] // WD
public Dictionary<string, SoundSpecifier>? SoundTypes;
/// <summary>
/// Sound that plays if no damage is done.
/// </summary>
[AutoNetworkedField] // WD
[DataField("noDamageSound")] public SoundSpecifier? NoDamageSound;
}