* Use chat emote system for disease * Use chat emotes in prototypes * Fix sound path * Fix prototype ids * Update Content.Server/Disease/DiseaseSystem.cs Co-authored-by: Flipp Syder <76629141+vulppine@users.noreply.github.com> --------- Co-authored-by: Flipp Syder <76629141+vulppine@users.noreply.github.com>
46 lines
1.4 KiB
C#
46 lines
1.4 KiB
C#
using Content.Server.Disease;
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using Robust.Shared.Random;
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namespace Content.Server.Traits.Assorted;
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/// <summary>
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/// This handles making people randomly cough/sneeze without a disease.
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/// </summary>
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public sealed class UncontrollableSnoughSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly DiseaseSystem _diseaseSystem = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<UncontrollableSnoughComponent, ComponentStartup>(SetupSnough);
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}
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private void SetupSnough(EntityUid uid, UncontrollableSnoughComponent component, ComponentStartup args)
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{
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component.NextIncidentTime =
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_random.NextFloat(component.TimeBetweenIncidents.X, component.TimeBetweenIncidents.Y);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<UncontrollableSnoughComponent>();
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while (query.MoveNext(out var ent, out var snough))
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{
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snough.NextIncidentTime -= frameTime;
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if (snough.NextIncidentTime >= 0)
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continue;
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// Set the new time.
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snough.NextIncidentTime +=
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_random.NextFloat(snough.TimeBetweenIncidents.X, snough.TimeBetweenIncidents.Y);
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_diseaseSystem.SneezeCough(ent, null, snough.EmoteId, false);
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}
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}
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}
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