* Put the damage in the windows * add crack overlays * Window cracking * glass related sounds * let's use a valid state * run optipng on these for posterity * Examine damage descriptions * add "Constructible" to dictionary * Downmix stereo effects to mono * breaking and knocking * Add shard etc. sprites * shard inhands * more sprite wrangling * Expand destructiblecomponent drop system + implement it for windows * Shard descriptions * Random sprite component * no nullbabby * Random destroysounds * random offset on destructible drops * fix fucked yaml * sound collections * random pitch for knocking * Localization * hascomponent * better spawnondestroy * missed one
18 lines
344 B
C#
18 lines
344 B
C#
using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components
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{
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public class SharedWindowComponent : Component
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{
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public override string Name => "Window";
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}
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[Serializable, NetSerializable]
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public enum WindowVisuals
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{
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Damage
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}
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}
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