Deathgasp + last words / succumbing / fake deathgasp as crit actions (#18993)
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40
Content.Server/Mobs/DeathgaspSystem.cs
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40
Content.Server/Mobs/DeathgaspSystem.cs
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using Content.Server.Chat.Systems;
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using Content.Shared.Mobs;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Mobs;
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/// <see cref="DeathgaspComponent"/>
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public sealed class DeathgaspSystem: EntitySystem
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{
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[Dependency] private readonly ChatSystem _chat = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DeathgaspComponent, MobStateChangedEvent>(OnMobStateChanged);
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}
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private void OnMobStateChanged(EntityUid uid, DeathgaspComponent component, MobStateChangedEvent args)
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{
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// don't deathgasp if they arent going straight from crit to dead
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if (args.NewMobState != MobState.Dead || args.OldMobState != MobState.Critical)
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return;
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Deathgasp(uid, component);
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}
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/// <summary>
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/// Causes an entity to perform their deathgasp emote, if they have one.
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/// </summary>
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public bool Deathgasp(EntityUid uid, DeathgaspComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return false;
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_chat.TryEmoteWithChat(uid, component.Prototype, ignoreActionBlocker: true);
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return true;
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}
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}
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