* parrots have ears. add poly * high tech parrot functionality * adjust times * add accent to radio message * don't spam everything all at once probably * learn about the existence of prob(float) * actually use Prob(float) correctly * newline * add pet spawner for poly * move chance to talk on radio to component * missing comment * minor edits and doc additions * the reviewerrrrrrr * parrot can't learn when crit or dead * increase default memory * rename poly to polly * crude way to ignore whispers. chatcode please * This is Polly. It is set to broadcast over the engineering frequency * add missing initialize * add displacement map for parrot ears * review comments - Errant * minor things * large rework * fix attempting to talk when entity has no channels * use list of active radios again to track channels * fix bad return, some comments * fix long learn cooldown * minor adjustments * use FromMinutes * the voices told me to make these changes * remove default reassignment * Review changes * remove polly's accent * decouple radio stuff from parrotsystem * minor stuff * split vocalization and parroting * minor review work * re-add missing check * add admin verb for clearing parrot messages * minor action icon update * oops * increase icon number text size * Admin erase parrot messages associated with players * part 1 beck review * add whitelist and blacklist for parrots * Downgrade missing component error to warning * Add comment * add some missing comments * Remove active radio entity tracking, use all inventory slots * Minor changes * small review stuff * review radio stuff * swap ears displacement to invisible death displacement * remove syncsprite * vscode why do yo have to hurt my feelings * review changes * use checkboth
37 lines
1.3 KiB
C#
37 lines
1.3 KiB
C#
using Content.Shared.Chat;
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using Content.Shared.Radio;
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namespace Content.Server.Radio;
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[ByRefEvent]
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public readonly record struct RadioReceiveEvent(string Message, EntityUid MessageSource, RadioChannelPrototype Channel, EntityUid RadioSource, MsgChatMessage ChatMsg);
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/// <summary>
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/// Event raised on the parent entity of a headset radio when a radio message is received
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/// </summary>
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[ByRefEvent]
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public readonly record struct HeadsetRadioReceiveRelayEvent(RadioReceiveEvent RelayedEvent);
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/// <summary>
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/// Use this event to cancel sending message per receiver
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/// </summary>
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[ByRefEvent]
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public record struct RadioReceiveAttemptEvent(RadioChannelPrototype Channel, EntityUid RadioSource, EntityUid RadioReceiver)
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{
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public readonly RadioChannelPrototype Channel = Channel;
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public readonly EntityUid RadioSource = RadioSource;
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public readonly EntityUid RadioReceiver = RadioReceiver;
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public bool Cancelled = false;
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}
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/// <summary>
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/// Use this event to cancel sending message to every receiver
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/// </summary>
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[ByRefEvent]
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public record struct RadioSendAttemptEvent(RadioChannelPrototype Channel, EntityUid RadioSource)
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{
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public readonly RadioChannelPrototype Channel = Channel;
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public readonly EntityUid RadioSource = RadioSource;
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public bool Cancelled = false;
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}
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