Clumsy system refactor (#31147)
* First commit * Fixes * Added the noise * Renames * Timespan * Fixed space * entity -> ent * This shouldn't work * opps.... * Datafield name change * Better comments * small comment * Personal skill issue * Event renames and stuff * Couple fixes * Defib ref fixes (Silly me) * Added clumsy back! * no hard code clumsy! * Identity fix * Event name change * Comment change * Function name change * opp * Update names * Damage stuff! * Fixes! * Fixes * opps * This was hidden away!! * negative diff feeds me
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using Content.Shared.Damage;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Interaction.Components;
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/// <summary>
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/// A simple clumsy tag-component.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class ClumsyComponent : Component
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{
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/// <summary>
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/// Damage dealt to a clumsy character when they try to fire a gun.
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/// </summary>
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[DataField(required: true), AutoNetworkedField]
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public DamageSpecifier ClumsyDamage = default!;
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/// <summary>
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/// Sound to play when clumsy interactions fail.
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/// </summary>
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[DataField]
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public SoundSpecifier ClumsySound = new SoundPathSpecifier("/Audio/Items/bikehorn.ogg");
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}
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