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- using Robust.Shared.Prototypes;
- namespace Content.Shared.Speech;
- /// <summary>
- /// Handles replacing speech verbs and other conditional chat modifications like bolding or font type depending
- /// on punctuation or by directly overriding the prototype.
- /// </summary>
- [Prototype]
- public sealed partial class SpeechVerbPrototype : IPrototype
- {
- [IdDataField] public string ID { get; private set; } = default!;
- /// <summary>
- /// Loc strings to be passed to the chat wrapper. 'says', 'states', etc.
- /// Picks one at random if there are multiple.
- /// </summary>
- [DataField("speechVerbStrings", required: true)]
- public List<string> SpeechVerbStrings = default!;
- /// <summary>
- /// Should use of this speech verb bold the corresponding message?
- /// </summary>
- [DataField("bold")]
- public bool Bold = false;
- /// <summary>
- /// What font size should be used for the message contents?
- /// </summary>
- [DataField("fontSize")]
- public int FontSize = 12;
- /// <summary>
- /// What font prototype ID should be used for the message contents?
- /// </summary>
- /// font proto is client only so cant lint this lol sorry
- [DataField("fontId")]
- public string FontId = "Default";
- /// <summary>
- /// If multiple applicable speech verb protos are found (i.e. through speech suffixes) this will determine
- /// which one is picked. Higher = more priority.
- /// </summary>
- [DataField("priority")]
- public int Priority = 0;
- /// <summary>
- /// Name shown in the voicemask UI for this verb.
- /// </summary>
- [DataField(required: true)]
- public LocId Name = string.Empty;
- }
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