* - 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.
39 lines
1.5 KiB
C#
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;
|
|
}
|