Re-organize all projects (#4166)
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using Content.Shared.Audio;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Movement.Components
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{
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/// <summary>
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/// Changes footstep sound
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/// </summary>
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[RegisterComponent]
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public class FootstepModifierComponent : Component
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _footstepRandom = default!;
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/// <inheritdoc />
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public override string Name => "FootstepModifier";
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[DataField("footstepSoundCollection")]
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public string? _soundCollectionName;
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public void PlayFootstep()
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{
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if (!string.IsNullOrWhiteSpace(_soundCollectionName))
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{
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var soundCollection = _prototypeManager.Index<SoundCollectionPrototype>(_soundCollectionName);
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var file = _footstepRandom.Pick(soundCollection.PickFiles);
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SoundSystem.Play(Filter.Pvs(Owner), file, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2f));
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}
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}
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}
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}
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