Deathgasp + last words / succumbing / fake deathgasp as crit actions (#18993)
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@@ -55,11 +55,18 @@ public partial class ChatSystem
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/// <param name="hideLog">Whether or not this message should appear in the adminlog window</param>
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/// <param name="range">Conceptual range of transmission, if it shows in the chat window, if it shows to far-away ghosts or ghosts at all...</param>
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/// <param name="nameOverride">The name to use for the speaking entity. Usually this should just be modified via <see cref="TransformSpeakerNameEvent"/>. If this is set, the event will not get raised.</param>
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public void TryEmoteWithChat(EntityUid source, string emoteId, ChatTransmitRange range = ChatTransmitRange.Normal, bool hideLog = false, string? nameOverride = null)
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public void TryEmoteWithChat(
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EntityUid source,
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string emoteId,
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ChatTransmitRange range = ChatTransmitRange.Normal,
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bool hideLog = false,
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string? nameOverride = null,
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bool ignoreActionBlocker = false
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)
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{
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if (!_prototypeManager.TryIndex<EmotePrototype>(emoteId, out var proto))
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return;
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TryEmoteWithChat(source, proto, range, hideLog, nameOverride);
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TryEmoteWithChat(source, proto, range, hideLog, nameOverride, ignoreActionBlocker);
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}
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/// <summary>
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@@ -71,35 +78,44 @@ public partial class ChatSystem
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/// <param name="hideChat">Whether or not this message should appear in the chat window</param>
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/// <param name="range">Conceptual range of transmission, if it shows in the chat window, if it shows to far-away ghosts or ghosts at all...</param>
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/// <param name="nameOverride">The name to use for the speaking entity. Usually this should just be modified via <see cref="TransformSpeakerNameEvent"/>. If this is set, the event will not get raised.</param>
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public void TryEmoteWithChat(EntityUid source, EmotePrototype emote, ChatTransmitRange range = ChatTransmitRange.Normal, bool hideLog = false, string? nameOverride = null)
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public void TryEmoteWithChat(
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EntityUid source,
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EmotePrototype emote,
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ChatTransmitRange range = ChatTransmitRange.Normal,
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bool hideLog = false,
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string? nameOverride = null,
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bool ignoreActionBlocker = false
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)
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{
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// check if proto has valid message for chat
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if (emote.ChatMessages.Count != 0)
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{
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var action = _random.Pick(emote.ChatMessages);
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SendEntityEmote(source, action, range, nameOverride, false, hideLog);
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// not all emotes are loc'd, but for the ones that are we pass in entity
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var action = Loc.GetString(_random.Pick(emote.ChatMessages), ("entity", source));
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SendEntityEmote(source, action, range, nameOverride, false, hideLog, ignoreActionBlocker);
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}
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// do the rest of emote event logic here
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TryEmoteWithoutChat(source, emote);
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TryEmoteWithoutChat(source, emote, ignoreActionBlocker);
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}
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/// <summary>
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/// Makes selected entity to emote using <see cref="EmotePrototype"/> without sending any messages to chat.
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/// </summary>
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public void TryEmoteWithoutChat(EntityUid uid, string emoteId)
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public void TryEmoteWithoutChat(EntityUid uid, string emoteId, bool ignoreActionBlocker = false)
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{
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if (!_prototypeManager.TryIndex<EmotePrototype>(emoteId, out var proto))
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return;
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TryEmoteWithoutChat(uid, proto);
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TryEmoteWithoutChat(uid, proto, ignoreActionBlocker);
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}
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/// <summary>
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/// Makes selected entity to emote using <see cref="EmotePrototype"/> without sending any messages to chat.
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/// </summary>
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public void TryEmoteWithoutChat(EntityUid uid, EmotePrototype proto)
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public void TryEmoteWithoutChat(EntityUid uid, EmotePrototype proto, bool ignoreActionBlocker = false)
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{
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if (!_actionBlocker.CanEmote(uid))
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if (!_actionBlocker.CanEmote(uid) && !ignoreActionBlocker)
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return;
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InvokeEmoteEvent(uid, proto);
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