* LOCKED THE FUCK IN * Forgot this little fella * Crying * All entity effects ported, needs cleanup still * Commit * HEHEHEHAW * Shelve for now * fixe * Big * First big chunk of changes * Big if true * Commit * IT BUILDS!!! * Fix LINTER fails * Cleanup * Scale working, cut down on some evil code * Delete old Entity Effects * Accidentally breaking shit by fixing bugs * Fix a bunch of effects not working * Fix reagent thresholds * Update damage * Wait don't change the gas metabolisms A * Cleanup * more fixes * Eh * Misc fixes and jank * Remove two things, add bullshit, change condition to inverted * Remove unused "Shared" system structure * Namespace fix * merge conflicts/cleanup * More fixes * Guidebook text begins * Shelve * Push * More shit to push * Fix * Fix merg conflicts * BLOOD FOR THE BLOOD GOD!!! * Mild cleanup and lists * Fix localization and comments * Shuffle localization around a bit. * All done? * Nearly everything * Is this the end? * Whoops forgot to remove that TODO * Get rid of some warnings for good measure... * It's done * Should make those virtual in case we want to override them tbqh... * Update Content.Shared/EntityEffects/Effects/Botany/PlantAttributes/PlantDestroySeeds.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Fix test fails real * Add to codeowners * Documentation to everything * Forgot to push whoops * Standardize Condition names * Fix up metabolism a little as a treat * review * add IsServer checks --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
41 lines
1.3 KiB
C#
41 lines
1.3 KiB
C#
using Content.Shared.Chat.Prototypes;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects;
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/// <inheritdoc cref="EntityEffect"/>
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public sealed partial class Emote : EntityEffectBase<Emote>
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{
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/// <summary>
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/// The emote the entity will preform.
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/// </summary>
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[DataField("emote", required: true)]
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public ProtoId<EmotePrototype> EmoteId;
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/// <summary>
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/// If the emote should be recorded in chat.
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/// </summary>
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[DataField]
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public bool ShowInChat;
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/// <summary>
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/// If the forced emote will be listed in the guidebook.
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/// </summary>
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[DataField]
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public bool ShowInGuidebook;
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/// <summary>
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/// If true, the entity will preform the emote even if they normally can't.
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/// </summary>
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[DataField]
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public bool Force;
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public override string? EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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{
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if (!ShowInGuidebook || !prototype.Resolve(EmoteId, out var emote))
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return null; // JUSTIFICATION: Emoting is mostly flavor, so same reason popup messages are not in here.
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return Loc.GetString("entity-effect-guidebook-emote", ("chance", Probability), ("emote", Loc.GetString(emote.Name)));
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}
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}
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