predict morgue and crematorium (#39293)
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42
Content.Shared/Morgue/Components/CrematoriumComponent.cs
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42
Content.Shared/Morgue/Components/CrematoriumComponent.cs
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Morgue.Components;
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/// <summary>
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/// Allows an entity storage to dispose bodies by turning them into ash.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[AutoGenerateComponentState, AutoGenerateComponentPause]
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public sealed partial class CrematoriumComponent : Component
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{
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/// <summary>
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/// The entity to spawn when something was burned.
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/// </summary>
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[DataField, AutoNetworkedField]
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public EntProtoId LeftOverProtoId = "Ash";
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/// <summary>
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/// The time it takes to cremate something.
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan CookTime = TimeSpan.FromSeconds(5);
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/// <summary>
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/// The timestamp at which cremating is finished.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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[AutoNetworkedField, AutoPausedField]
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public TimeSpan ActiveUntil = TimeSpan.Zero;
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[DataField]
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public SoundSpecifier CremateStartSound = new SoundPathSpecifier("/Audio/Items/Lighters/lighter1.ogg");
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[DataField]
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public SoundSpecifier CrematingSound = new SoundPathSpecifier("/Audio/Effects/burning.ogg");
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[DataField]
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public SoundSpecifier CremateFinishSound = new SoundPathSpecifier("/Audio/Machines/ding.ogg");
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}
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