NPC refactor (#10122)
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
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@@ -41,6 +41,9 @@ public sealed class InteractionPopupSystem : EntitySystem
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&& !state.IsAlive()) // AND if that state is not Alive (e.g. dead/incapacitated/critical)
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return;
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// TODO: Should be an attempt event
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// TODO: Need to handle pausing with an accumulator.
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string msg = ""; // Stores the text to be shown in the popup message
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string? sfx = null; // Stores the filepath of the sound to be played
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