* #3935 - toys properly play sounds when: Activated, Landed (after throwing) and Used in hand * #3935 - extracted BaseEmitSoundComponent * #3935 - refactored EmitSound components to use ECS * #3935 - added new components to client ignored components * #3935 - added suggested stuff for EmitSoundSystem et al. * #3935 added suggestions from PR * #3935 implemented suggestions from PR * #3935 updated namespace
This commit is contained in:
@@ -17,6 +17,8 @@ namespace Content.Client.Entry
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"OnUseTimerTrigger",
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"WarpPoint",
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"EmitSoundOnUse",
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"EmitSoundOnLand",
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"EmitSoundOnActivate",
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"FootstepModifier",
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"HeatResistance",
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"ItemTeleporter",
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@@ -1,45 +1,15 @@
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using Content.Shared.Audio;
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using Content.Shared.Interaction;
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using Robust.Shared.Audio;
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using Content.Server.Sound;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Player;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Interaction.Components
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{
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/// <summary>
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/// Simple sound emitter that emits sound on use in hand
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/// Simple sound emitter that emits sound on UseInHand
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/// </summary>
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[RegisterComponent]
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public class EmitSoundOnUseComponent : Component, IUse
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public class EmitSoundOnUseComponent : BaseEmitSoundComponent
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{
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/// <inheritdoc />
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///
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public override string Name => "EmitSoundOnUse";
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[ViewVariables(VVAccess.ReadWrite)] [DataField("sound")] public string? _soundName;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("variation")] public float _pitchVariation;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("semitoneVariation")] public int _semitoneVariation;
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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if (!string.IsNullOrWhiteSpace(_soundName))
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{
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if (_pitchVariation > 0.0)
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{
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SoundSystem.Play(Filter.Pvs(Owner), _soundName, Owner, AudioHelpers.WithVariation(_pitchVariation).WithVolume(-2f));
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return true;
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}
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if (_semitoneVariation > 0)
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{
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SoundSystem.Play(Filter.Pvs(Owner), _soundName, Owner, AudioHelpers.WithSemitoneVariation(_semitoneVariation).WithVolume(-2f));
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return true;
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}
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SoundSystem.Play(Filter.Pvs(Owner), _soundName, Owner, AudioParams.Default.WithVolume(-2f));
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return true;
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}
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return false;
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}
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}
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}
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15
Content.Server/Sound/BaseEmitSoundComponent.cs
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15
Content.Server/Sound/BaseEmitSoundComponent.cs
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@@ -0,0 +1,15 @@
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Sound
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{
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/// <summary>
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/// Base sound emitter which defines most of the data fields.
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/// </summary>
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public abstract class BaseEmitSoundComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite)] [DataField("variation")] public float PitchVariation { get; set; } = 0.0f;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("soundCollection", required: true)] public string SoundCollectionName { get; set; } = default!;
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}
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}
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14
Content.Server/Sound/EmitSoundOnActivateComponent.cs
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14
Content.Server/Sound/EmitSoundOnActivateComponent.cs
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@@ -0,0 +1,14 @@
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using Robust.Shared.GameObjects;
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namespace Content.Server.Sound
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{
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/// <summary>
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/// Simple sound emitter that emits sound on ActivateInWorld
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/// </summary>
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[RegisterComponent]
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public class EmitSoundOnActivateComponent : BaseEmitSoundComponent
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{
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/// <inheritdoc />
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public override string Name => "EmitSoundOnActivate";
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}
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}
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14
Content.Server/Sound/EmitSoundOnLandComponent.cs
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14
Content.Server/Sound/EmitSoundOnLandComponent.cs
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@@ -0,0 +1,14 @@
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using Robust.Shared.GameObjects;
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namespace Content.Server.Sound
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{
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/// <summary>
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/// Simple sound emitter that emits sound on LandEvent
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/// </summary>
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[RegisterComponent]
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public class EmitSoundOnLandComponent : BaseEmitSoundComponent
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{
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/// <inheritdoc />
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public override string Name => "EmitSoundOnLand";
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}
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}
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56
Content.Server/Sound/EmitSoundSystem.cs
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56
Content.Server/Sound/EmitSoundSystem.cs
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@@ -0,0 +1,56 @@
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using Content.Shared.Audio;
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using Content.Shared.Interaction;
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using Content.Shared.Throwing;
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using Content.Server.Interaction.Components;
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using Content.Server.Throwing;
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using JetBrains.Annotations;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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namespace Content.Server.Sound
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{
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[UsedImplicitly]
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public class EmitSoundSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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/// <inheritdoc />
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EmitSoundOnLandComponent, LandEvent>((eUI, comp, arg) => PlaySound(comp));
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SubscribeLocalEvent<EmitSoundOnUseComponent, UseInHandEvent>((eUI, comp, arg) => PlaySound(comp));
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SubscribeLocalEvent<EmitSoundOnThrowComponent, ThrownEvent>((eUI, comp, arg) => PlaySound(comp));
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SubscribeLocalEvent<EmitSoundOnActivateComponent, ActivateInWorldEvent>((eUI, comp, args) => PlaySound(comp));
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}
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private void PlaySound(BaseEmitSoundComponent component)
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{
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PlayRandomSoundFromCollection(component);
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}
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private void PlayRandomSoundFromCollection(BaseEmitSoundComponent component)
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{
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var file = SelectRandomSoundFromSoundCollection(component.SoundCollectionName!);
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PlaySingleSound(file, component);
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}
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private string SelectRandomSoundFromSoundCollection(string soundCollectionName)
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{
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var soundCollection = _prototypeManager.Index<SoundCollectionPrototype>(soundCollectionName);
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return _random.Pick(soundCollection.PickFiles);
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}
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private static void PlaySingleSound(string soundName, BaseEmitSoundComponent component)
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{
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SoundSystem.Play(Filter.Pvs(component.Owner), soundName, component.Owner,
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AudioHelpers.WithVariation(component.PitchVariation).WithVolume(-2f));
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}
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}
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}
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@@ -1,42 +1,15 @@
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using Content.Shared.Audio;
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using Content.Shared.Throwing;
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using Robust.Shared.Audio;
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using Content.Server.Sound;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Player;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Throwing
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{
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/// <summary>
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/// Simple sound emitter that emits sound on use in hand
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/// Simple sound emitter that emits sound on ThrowEvent
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/// </summary>
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[RegisterComponent]
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public class EmitSoundOnThrowComponent : Component, ILand
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public class EmitSoundOnThrowComponent : BaseEmitSoundComponent
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{
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/// <inheritdoc />
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///
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public override string Name => "EmitSoundOnThrow";
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[DataField("sound")]
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public string? _soundName;
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[DataField("variation")]
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public float _pitchVariation;
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public void PlaySoundEffect()
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{
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if (!string.IsNullOrWhiteSpace(_soundName))
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{
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if (_pitchVariation > 0.0)
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{
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SoundSystem.Play(Filter.Pvs(Owner), _soundName, Owner, AudioHelpers.WithVariation(_pitchVariation).WithVolume(-2f));
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}
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SoundSystem.Play(Filter.Pvs(Owner), _soundName, Owner, AudioParams.Default.WithVolume(-2f));
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}
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}
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void ILand.Land(LandEventArgs eventArgs)
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{
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PlaySoundEffect();
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}
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}
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}
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@@ -99,7 +99,7 @@ namespace Content.Shared.Throwing
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// LandInteraction
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// TODO: Refactor these to system messages
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var landMsg = new LandEvent(user, landing, coordinates);
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RaiseLocalEvent(landMsg);
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RaiseLocalEvent(landing.Uid, landMsg);
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if (landMsg.Handled)
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{
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return;
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@@ -2,96 +2,81 @@
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- type: entity
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parent: BaseItem
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id: BasePlushie
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components:
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- type: EmitSoundOnUse
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soundCollection: ToySqueak
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- type: EmitSoundOnLand
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soundCollection: ToySqueak
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- type: EmitSoundOnActivate
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soundCollection: ToySqueak
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- type: LoopingSound
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- type: ItemCooldown
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- type: UseDelay
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delay: 1.0
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- type: entity
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parent: BasePlushie
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id: PlushieBee
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name: bee plushie
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description: A cute toy that resembles an even cuter programmer.
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components:
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- type: Toys
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- type: LoopingSound
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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state: plushie_h
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- type: ItemCooldown
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- type: UseDelay
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delay: 1.0
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- type: entity
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parent: BaseItem
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parent: BasePlushie
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id: PlushieNuke
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name: nukie plushie
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description: A stuffed toy that resembles a syndicate nuclear operative. The tag claims operatives to be purely fictitious.
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components:
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- type: Toys
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- type: LoopingSound
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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state: plushie_nuke
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- type: ItemCooldown
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- type: UseDelay
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delay: 1.0
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- type: entity
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parent: BaseItem
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parent: BasePlushie
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id: PlushieLizard
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name: lizard plushie
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description: An adorable stuffed toy that resembles a lizardperson. Made by CentCom as a token initiative to combat speciesism in work environments. "Welcome your new colleges as you do this plush, with open arms!"
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components:
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- type: Toys
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- type: LoopingSound
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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state: plushie_lizard
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- type: ItemCooldown
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- type: UseDelay
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delay: 1.0
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- type: entity
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parent: BaseItem
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parent: BasePlushie
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id: PlushieNar
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name: nar'sie plushie
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description: A small stuffed doll of the elder goddess Nar'Sie.
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components:
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- type: Toys
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- type: LoopingSound
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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state: narplush
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- type: ItemCooldown
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- type: UseDelay
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delay: 1.0
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- type: entity
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parent: BaseItem
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parent: BasePlushie
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id: PlushieCarp
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name: carp plushie
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description: An adorable stuffed toy that resembles the monstrous space carp.
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components:
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- type: Toys
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- type: LoopingSound
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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state: carpplush
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- type: Item
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sprite: Objects/Fun/toys.rsi
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HeldPrefix: carpplush
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- type: ItemCooldown
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- type: UseDelay
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delay: 1.0
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- type: entity
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parent: BaseItem
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parent: BasePlushie
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id: PlushieSlime
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name: slime plushie
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description: An adorable stuffed toy that resembles a slime. It's basically a hacky sack.
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components:
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- type: Toys
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- type: LoopingSound
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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state: plushie_slime
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- type: ItemCooldown
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- type: UseDelay
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delay: 1.0
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- type: entity
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parent: BaseItem
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