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- using Content.Shared.Mobs.Components;
- using Content.Shared.Mobs.Systems;
- using Robust.Shared.GameStates;
- namespace Content.Shared.Damage.ForceSay;
- /// <summary>
- /// The reason for this component's existence is slightly unintuitive, so for context: this is put on an entity
- /// to allow its next speech attempt to bypass <see cref="MobStateComponent"/> checks. The reason for this is to allow
- /// 'force saying'--for instance, with deathgasping or with <see cref="DamageForceSayComponent"/>.
- ///
- /// This component is either removed in the <see cref="MobStateSystem"/> speech attempt check, or after <see cref="Timeout"/>
- /// has passed. This is to allow a player-submitted forced message in the case of <see cref="DamageForceSayComponent"/>,
- /// while also ensuring that it isn't valid forever. It has to work this way, because the server is not a keylogger and doesn't
- /// have any knowledge of what the client might actually have typed, so it gives them some leeway for ping.
- /// </summary>
- [RegisterComponent, NetworkedComponent]
- public sealed partial class AllowNextCritSpeechComponent : Component
- {
- /// <summary>
- /// Should be set when adding the component to specify the time that this should be valid for,
- /// if it should stay valid for some amount of time.
- /// </summary>
- public TimeSpan? Timeout = null;
- }
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