2024-02-01 15:08:03 +02:00
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using Content.Shared.Antag;
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2023-10-04 21:47:33 -04:00
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using Robust.Shared.GameStates;
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using Content.Shared.StatusIcon;
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using Robust.Shared.Prototypes;
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Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
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using Robust.Shared.Audio;
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2023-10-04 21:47:33 -04:00
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namespace Content.Shared.Revolutionary.Components;
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/// <summary>
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/// Used for marking regular revs as well as storing icon prototypes so you can see fellow revs.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedRevolutionarySystem))]
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2024-06-03 12:12:21 -04:00
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public sealed partial class RevolutionaryComponent : Component
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2023-10-04 21:47:33 -04:00
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{
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/// <summary>
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/// The status icon prototype displayed for revolutionaries
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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2024-08-09 08:14:07 +02:00
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public ProtoId<FactionIconPrototype> StatusIcon { get; set; } = "RevolutionaryFaction";
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2024-02-01 15:08:03 +02:00
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Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
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/// <summary>
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/// Sound that plays when you are chosen as Rev. (Placeholder until I find something cool I guess)
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/// </summary>
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[DataField]
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public SoundSpecifier RevStartSound = new SoundPathSpecifier("/Audio/Ambience/Antag/headrev_start.ogg");
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2024-02-01 15:08:03 +02:00
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public override bool SessionSpecific => true;
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2023-10-04 21:47:33 -04:00
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}
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