predict morgue and crematorium (#39293)
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@@ -1,26 +1,38 @@
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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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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/// When added to an entity storage this component will keep track of the mind status of the player inside.
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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 MorgueComponent : Component
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{
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/// <summary>
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/// Whether or not the morgue beeps if a living player is inside.
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/// Whether or not the morgue beeps if a living player is inside.
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/// </summary>
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[DataField]
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[DataField, AutoNetworkedField]
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public bool DoSoulBeep = true;
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[DataField]
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public float AccumulatedFrameTime = 0f;
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/// <summary>
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/// The timestamp for the next beep.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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[AutoPausedField]
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public TimeSpan NextBeep = TimeSpan.Zero;
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/// <summary>
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/// The amount of time between each beep.
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/// The amount of time between each beep.
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/// </summary>
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[DataField]
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public float BeepTime = 10f;
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public TimeSpan BeepTime = TimeSpan.FromSeconds(10);
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/// <summary>
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/// The beep sound to play.
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/// </summary>
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[DataField]
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public SoundSpecifier OccupantHasSoulAlarmSound = new SoundPathSpecifier("/Audio/Weapons/Guns/EmptyAlarm/smg_empty_alarm.ogg");
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}
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