Make the round end sound collection a cvar (#25741)
* Make the round end sound collection a cvar * Fix comment * Clarity
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@@ -26,6 +26,9 @@ namespace Content.Server.GameTicking
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private WebhookIdentifier? _webhookIdentifier;
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[ViewVariables]
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private string? RoundEndSoundCollection { get; set; }
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#if EXCEPTION_TOLERANCE
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[ViewVariables]
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public int RoundStartFailShutdownCount { get; private set; } = 0;
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@@ -69,6 +72,7 @@ namespace Content.Server.GameTicking
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DiscordRoundEndRole = null;
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}
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}, true);
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Subs.CVar(_configurationManager, CCVars.RoundEndSoundCollection, value => RoundEndSoundCollection = value, true);
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#if EXCEPTION_TOLERANCE
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Subs.CVar(_configurationManager, CCVars.RoundStartFailShutdownCount, value => RoundStartFailShutdownCount = value, true);
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#endif
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@@ -392,7 +392,7 @@ namespace Content.Server.GameTicking
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// This ordering mechanism isn't great (no ordering of minds) but functions
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var listOfPlayerInfoFinal = listOfPlayerInfo.OrderBy(pi => pi.PlayerOOCName).ToArray();
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var sound = _audio.GetSound(new SoundCollectionSpecifier("RoundEnd"));
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var sound = RoundEndSoundCollection == null ? null : _audio.GetSound(new SoundCollectionSpecifier(RoundEndSoundCollection));
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RaiseNetworkEvent(new RoundEndMessageEvent(gamemodeTitle, roundEndText, roundDuration, RoundId,
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listOfPlayerInfoFinal.Length, listOfPlayerInfoFinal, LobbySong, sound));
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@@ -369,6 +369,12 @@ namespace Content.Shared.CCVar
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public static readonly CVarDef<string> SecretWeightPrototype =
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CVarDef.Create("game.secret_weight_prototype", "Secret", CVar.SERVERONLY);
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/// <summary>
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/// The id of the sound collection to randomly choose a sound from and play when the round ends.
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/// </summary>
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public static readonly CVarDef<string> RoundEndSoundCollection =
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CVarDef.Create("game.round_end_sound_collection", "RoundEnd", CVar.SERVERONLY);
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/*
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* Discord
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*/
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