* setup UI * setup debug data * graph control setup * reputation trade component * unlocking logic * smoe real reputation costing * remove sponsors part, add trading specific UI nodes * port to default pricing system * buy cooldown * fuck off trading cabinets * real good cooldown UI * Cool unlock sound * reputation earning * cool purchare sound * coin & sprite work * delete old guidebooks * cool purcharing VFX * better ui * victoria gardens * Update migration.yml * Update migration.yml * cooldown removed * contracts * Update migration.yml * remove CP14Material * materials appraise * food appraise * auto economy pricing system * alchemy reagents appraise * coins resprite * alchemy appraise 2 * modular weapon appraise * selling platform * Update PricingSystem.cs * Update CP14TradingPlatformSystem.cs * merchants returns + map update * Update CP14StationEconomySystem.Price.cs
21 lines
543 B
C#
21 lines
543 B
C#
using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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namespace Content.Server._CP14.Trading;
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/// <summary>
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/// Allows you to sell items by overloading the platform with energy
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/// </summary>
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[RegisterComponent]
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public sealed partial class CP14SellingPlatformComponent : Component
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{
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[DataField]
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public SoundSpecifier SellSound = new SoundPathSpecifier("/Audio/_CP14/Effects/cash.ogg")
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{
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Params = AudioParams.Default.WithVariation(0.1f),
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};
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[DataField]
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public EntProtoId SellVisual = "CP14CashImpact";
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}
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