Files
tbd-station-14/Content.Shared/Speech/SpeechSystem.cs
HerCoyote23 e45dd96af9 Northstar Gloves (#16021)
* Added Gloves of North Star, no sprite or talking yet...

* Added sprites for the gloves of the north star...

* Replaced more placeholder sprites for northstar gloves...

* Added gloves of the north star to uplink...

* Added speech on hit, not yet configureable

* Not functional yet, but a step in the right direction I hope...

* IT WORKS!!

* Licensing and cleanup

* Reduced attack speed, changed from chat to popup, added some admin logging. It was causing too much adminlog spam otherwise

* Reorganized some files, final build??

* Changed the adminlog type from Verb to new type ItemConfigure

* More cleanup, fix sprite reference maybe

* Keronshb's suggestions, fixed some stuff, made hit sound use the meaty punch sfx

* Adds support for hiding speak/whisper/emote from adminlogs, makes northstar speak again!

* Some file shuffling, some of Keronshb's requests. Might appear a bit funky in github because vscode kept duplicating files for some reason and I had to delete them

* Made it work with the latest changes on Master

* Final? cleanup, upped dmg to 8, made ui not activate on activateinhand, instead you need to right click

* Set value to 0 credits, that's all

* Well that was much easier than I made it out to be. Now you can only activate the gloves with right click, no more mispredicts.

* Update MeleeWeaponSystem.cs

Iunno why this got changed in the first place, but I'm changin it back

* emptycommit

* emptycommit

* The tiny fixening
2023-05-23 14:12:30 -04:00

61 lines
1.8 KiB
C#

using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Speech
{
public sealed class SpeechSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SpeakAttemptEvent>(OnSpeakAttempt);
SubscribeLocalEvent<SpeechComponent, ComponentGetState>(OnSpeechGetState);
SubscribeLocalEvent<SpeechComponent, ComponentHandleState>(OnSpeechHandleState);
}
public void SetSpeech(EntityUid uid, bool value, SpeechComponent? component = null)
{
if (value && !Resolve(uid, ref component))
return;
component = EnsureComp<SpeechComponent>(uid);
if (component.Enabled == value)
return;
Dirty(component);
}
private void OnSpeechHandleState(EntityUid uid, SpeechComponent component, ref ComponentHandleState args)
{
if (args.Current is not SpeechComponentState state)
return;
component.Enabled = state.Enabled;
}
private void OnSpeechGetState(EntityUid uid, SpeechComponent component, ref ComponentGetState args)
{
args.State = new SpeechComponentState(component.Enabled);
}
private void OnSpeakAttempt(SpeakAttemptEvent args)
{
if (!TryComp(args.Uid, out SpeechComponent? speech) || !speech.Enabled)
args.Cancel();
}
[Serializable, NetSerializable]
private sealed class SpeechComponentState : ComponentState
{
public readonly bool Enabled;
public SpeechComponentState(bool enabled)
{
Enabled = enabled;
}
}
}
}