* Mega Antag Refactor * last minute delta save * more workshopping * more shit * ok tested this for once * okkkkk sure * generic delays for starting rules * well darn * nukies partially * ouagh * ballin' faded and smonkin wed * obliterated the diff * Spread my arms and soak up congratulations * I've got plenty of love, but nothing to show for it * but there’s too much sunlight Shining on my laptop monitor, so I Can’t see anything with any amount of clarity * ok this junk * OOK! * fubar * most of sloth's review * oh boy * eek * hell yea! * ASDFJASDJFvsakcvjkzjnhhhyh
28 lines
1007 B
C#
28 lines
1007 B
C#
using Content.Server.Ninja.Systems;
|
|
using Content.Shared.Communications;
|
|
using Content.Shared.Random;
|
|
using Robust.Shared.Audio;
|
|
using Robust.Shared.Prototypes;
|
|
|
|
namespace Content.Server.GameTicking.Rules.Components;
|
|
|
|
/// <summary>
|
|
/// Stores some configuration used by the ninja system.
|
|
/// Objectives and roundend summary are handled by <see cref="GenericAntagRuleComponent"/>.
|
|
/// </summary>
|
|
[RegisterComponent, Access(typeof(SpaceNinjaSystem))]
|
|
public sealed partial class NinjaRuleComponent : Component
|
|
{
|
|
/// <summary>
|
|
/// List of threats that can be called in. Copied onto <see cref="CommsHackerComponent"/> when gloves are enabled.
|
|
/// </summary>
|
|
[DataField(required: true)]
|
|
public ProtoId<WeightedRandomPrototype> Threats = string.Empty;
|
|
|
|
/// <summary>
|
|
/// Sound played when making the player a ninja via antag control or ghost role
|
|
/// </summary>
|
|
[DataField]
|
|
public SoundSpecifier? GreetingSound = new SoundPathSpecifier("/Audio/Misc/ninja_greeting.ogg");
|
|
}
|