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- using Content.Shared.Damage.Prototypes;
- using Robust.Shared.Audio;
- using Robust.Shared.GameStates;
- using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
- namespace Content.Shared.Weapons.Ranged.Components;
- /// <summary>
- /// Plays the specified sound upon receiving damage of that type.
- /// </summary>
- [RegisterComponent, NetworkedComponent]
- public sealed partial class RangedDamageSoundComponent : Component
- {
- // TODO: Limb damage changing sound type.
- /// <summary>
- /// Specified sounds to apply when the entity takes damage with the specified group.
- /// Will fallback to defaults if none specified.
- /// </summary>
- [DataField("soundGroups",
- customTypeSerializer: typeof(PrototypeIdDictionarySerializer<SoundSpecifier, DamageGroupPrototype>))]
- public Dictionary<string, SoundSpecifier>? SoundGroups;
- /// <summary>
- /// Specified sounds to apply when the entity takes damage with the specified type.
- /// Will fallback to defaults if none specified.
- /// </summary>
- [DataField("soundTypes",
- customTypeSerializer: typeof(PrototypeIdDictionarySerializer<SoundSpecifier, DamageTypePrototype>))]
- public Dictionary<string, SoundSpecifier>? SoundTypes;
- }
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