Northstar Gloves (#16021)
* Added Gloves of North Star, no sprite or talking yet... * Added sprites for the gloves of the north star... * Replaced more placeholder sprites for northstar gloves... * Added gloves of the north star to uplink... * Added speech on hit, not yet configureable * Not functional yet, but a step in the right direction I hope... * IT WORKS!! * Licensing and cleanup * Reduced attack speed, changed from chat to popup, added some admin logging. It was causing too much adminlog spam otherwise * Reorganized some files, final build?? * Changed the adminlog type from Verb to new type ItemConfigure * More cleanup, fix sprite reference maybe * Keronshb's suggestions, fixed some stuff, made hit sound use the meaty punch sfx * Adds support for hiding speak/whisper/emote from adminlogs, makes northstar speak again! * Some file shuffling, some of Keronshb's requests. Might appear a bit funky in github because vscode kept duplicating files for some reason and I had to delete them * Made it work with the latest changes on Master * Final? cleanup, upped dmg to 8, made ui not activate on activateinhand, instead you need to right click * Set value to 0 credits, that's all * Well that was much easier than I made it out to be. Now you can only activate the gloves with right click, no more mispredicts. * Update MeleeWeaponSystem.cs Iunno why this got changed in the first place, but I'm changin it back * emptycommit * emptycommit * The tiny fixening
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@@ -52,13 +52,14 @@ public partial class ChatSystem
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/// </summary>
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/// <param name="source">The entity that is speaking</param>
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/// <param name="emoteId">The id of emote prototype. Should has valid <see cref="EmotePrototype.ChatMessages"/></param>
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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, string? nameOverride = null)
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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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{
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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, nameOverride);
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TryEmoteWithChat(source, proto, range, hideLog, nameOverride);
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}
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/// <summary>
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@@ -66,15 +67,17 @@ public partial class ChatSystem
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/// </summary>
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/// <param name="source">The entity that is speaking</param>
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/// <param name="emote">The emote prototype. Should has valid <see cref="EmotePrototype.ChatMessages"/></param>
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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="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, string? nameOverride = null)
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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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{
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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);
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SendEntityEmote(source, action, range, nameOverride, false, hideLog);
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}
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// do the rest of emote event logic here
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