Files
tbd-station-14/Content.Shared/EntityEffects/Effects/EmoteEntityEffect.cs
Princess Cheeseballs 4059c29ebc Entity effects ECS refactor (#40580)
* 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>
2025-10-12 21:23:42 +00:00

41 lines
1.3 KiB
C#

using Content.Shared.Chat.Prototypes;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects;
/// <inheritdoc cref="EntityEffect"/>
public sealed partial class Emote : EntityEffectBase<Emote>
{
/// <summary>
/// The emote the entity will preform.
/// </summary>
[DataField("emote", required: true)]
public ProtoId<EmotePrototype> EmoteId;
/// <summary>
/// If the emote should be recorded in chat.
/// </summary>
[DataField]
public bool ShowInChat;
/// <summary>
/// If the forced emote will be listed in the guidebook.
/// </summary>
[DataField]
public bool ShowInGuidebook;
/// <summary>
/// If true, the entity will preform the emote even if they normally can't.
/// </summary>
[DataField]
public bool Force;
public override string? EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
{
if (!ShowInGuidebook || !prototype.Resolve(EmoteId, out var emote))
return null; // JUSTIFICATION: Emoting is mostly flavor, so same reason popup messages are not in here.
return Loc.GetString("entity-effect-guidebook-emote", ("chance", Probability), ("emote", Loc.GetString(emote.Name)));
}
}