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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51
Content.Shared/Speech/Components/MeleeSpeechComponent.cs
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51
Content.Shared/Speech/Components/MeleeSpeechComponent.cs
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using Content.Shared.Speech.EntitySystems;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Speech.Components;
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[RegisterComponent]
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[AutoGenerateComponentState]
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[Access(typeof(SharedMeleeSpeechSystem), Other = AccessPermissions.ReadWrite)]
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public sealed partial class MeleeSpeechComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("Battlecry")]
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[AutoNetworkedField]
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[Access(typeof(SharedMeleeSpeechSystem), Other = AccessPermissions.ReadWrite)]
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public string? Battlecry;
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}
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/// <summary>
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/// Key representing which <see cref="BoundUserInterface"/> is currently open.
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/// Useful when there are multiple UI for an object. Here it's future-proofing only.
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/// </summary>
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[Serializable, NetSerializable]
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public enum MeleeSpeechUiKey : byte
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{
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Key,
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}
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/// <summary>
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/// Represents an <see cref="MeleeSpeechComponent"/> state that can be sent to the client
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class MeleeSpeechBoundUserInterfaceState : BoundUserInterfaceState
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{
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public string CurrentBattlecry { get; }
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public MeleeSpeechBoundUserInterfaceState(string currentBattlecry)
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{
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CurrentBattlecry = currentBattlecry;
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}
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}
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[Serializable, NetSerializable]
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public sealed class MeleeSpeechBattlecryChangedMessage : BoundUserInterfaceMessage
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{
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public string Battlecry { get; }
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public MeleeSpeechBattlecryChangedMessage(string battlecry)
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{
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Battlecry = battlecry;
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}
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}
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