Toilet Upgrade (needs review) (#22133)

* Toilet Draft

* fixes

* toilets now have secret stash to place items in cistern.

* fixes

* plungers now unblock toilets.

* fix sprite

* new sprites and fix

* fixes

* improve seat sprites.

* fix

* removed visualisersystem changed to genericvisualizers

* flush sound for toilets and copyright for toilet sprites.

* fix atrributions

* fixes

* fix datafield flushtime

* sprite improvements

* fixes

* multiple changes

* fix

* fix

* fixes remove vv

* moved stash related functions to secret stash system from toilet.

* fix

* fix

* changes for recent review.

* fix

* fix
This commit is contained in:
brainfood1183
2024-03-31 04:21:18 +01:00
committed by GitHub
parent 80c4d3ea0f
commit 5f063d2d6d
51 changed files with 890 additions and 465 deletions

View File

@@ -0,0 +1,42 @@
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Content.Shared.Random;
using Robust.Shared.Prototypes;
namespace Content.Shared.Plunger.Components
{
/// <summary>
/// Entity can interact with plungers.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class PlungerUseComponent : Component
{
/// <summary>
/// If true entity has been plungered.
/// </summary>
[DataField]
[AutoNetworkedField]
public bool Plunged;
/// <summary>
/// If true entity can interact with plunger.
/// </summary>
[DataField]
[AutoNetworkedField]
public bool NeedsPlunger = false;
/// <summary>
/// A weighted random entity prototype containing the different loot that rummaging can provide.
/// </summary>
[DataField]
[AutoNetworkedField]
public ProtoId<WeightedRandomEntityPrototype> PlungerLoot = "PlungerLoot";
/// <summary>
/// Sound played on rummage completion.
/// </summary>
[DataField]
public SoundSpecifier Sound = new SoundPathSpecifier("/Audio/Effects/Fluids/glug.ogg");
}
}