Experimental nukie changes (#9428)
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@@ -1,3 +1,4 @@
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using System.Threading;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Explosion;
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using Content.Shared.Nuke;
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@@ -18,11 +19,10 @@ namespace Content.Server.Nuke
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{
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/// <summary>
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/// Default bomb timer value in seconds.
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/// Must be shorter then the nuke alarm song.
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/// </summary>
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[DataField("timer")]
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[ViewVariables(VVAccess.ReadWrite)]
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public int Timer = 120;
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public int Timer = 300;
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/// <summary>
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/// How long until the bomb can arm again after deactivation.
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@@ -40,11 +40,17 @@ namespace Content.Server.Nuke
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public ItemSlot DiskSlot = new();
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/// <summary>
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/// After this time nuke will play last alert sound
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/// When this time is left, nuke will play last alert sound
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/// </summary>
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[DataField("alertTime")]
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public float AlertSoundTime = 10.0f;
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/// <summary>
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/// How long a user must wait to disarm the bomb.
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/// </summary>
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[DataField("disarmDoafterLength")]
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public float DisarmDoafterLength = 30.0f;
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[DataField("alertLevelOnActivate")] public string AlertLevelOnActivate = default!;
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[DataField("alertLevelOnDeactivate")] public string AlertLevelOnDeactivate = default!;
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@@ -136,11 +142,18 @@ namespace Content.Server.Nuke
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[ViewVariables]
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public NukeStatus Status = NukeStatus.AWAIT_DISK;
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/// <summary>
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/// Check if nuke has already played the nuke song so we don't do it again
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/// </summary>
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public bool PlayedNukeSong = false;
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/// <summary>
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/// Check if nuke has already played last alert sound
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/// </summary>
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public bool PlayedAlertSound = false;
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public CancellationToken? DisarmCancelToken = null;
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public IPlayingAudioStream? AlertAudioStream = default;
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}
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}
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