Files
tbd-station-14/Content.Shared/Weapons/Melee/Components/MeleeSoundComponent.cs
metalgearsloth d17cee61e0 Predicted melee sounds and effects (#12569)
I didn't want to do this without lag comp. Need to see how it goes in a live environment with moving targets.
2022-11-13 15:33:54 -06:00

34 lines
1.3 KiB
C#

using Content.Shared.Damage.Prototypes;
using Robust.Shared.Audio;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
namespace Content.Shared.Weapons.Melee.Components;
/// <summary>
/// Plays the specified sound upon receiving damage of the specified type.
/// </summary>
[RegisterComponent]
public sealed class MeleeSoundComponent : Component
{
/// <summary>
/// Specified sounds to apply when the entity takes damage with the specified group.
/// Will fallback to defaults if none specified.
/// </summary>
[DataField("soundGroups",
customTypeSerializer: typeof(PrototypeIdDictionarySerializer<SoundSpecifier, DamageGroupPrototype>))]
public Dictionary<string, SoundSpecifier>? SoundGroups;
/// <summary>
/// Specified sounds to apply when the entity takes damage with the specified type.
/// Will fallback to defaults if none specified.
/// </summary>
[DataField("soundTypes",
customTypeSerializer: typeof(PrototypeIdDictionarySerializer<SoundSpecifier, DamageTypePrototype>))]
public Dictionary<string, SoundSpecifier>? SoundTypes;
/// <summary>
/// Sound that plays if no damage is done.
/// </summary>
[DataField("noDamageSound")] public SoundSpecifier? NoDamageSound;
}