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Nuke/CosCult Global Music and SFX (#5918)
* Extended ServerGlobalSoundSystem and exposed its lies. Now its actually global. * Fixed Epsilon event rule namespacing and formatting. * Cosmic Cult Music Updates * Few more CosCult changes. * Nuke and Alert Changes * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * Update Content.Server/_DV/CosmicCult/EntitySystems/CosmicChantrySystem.cs Co-authored-by: Sir Warock <67167466+SirWarock@users.noreply.github.com> Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com> * Update Content.Server/_DV/Audio/ServerGlobalSoundSystem.cs Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com> --------- Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
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Sir Warock
pre-commit-ci[bot]
parent
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commit
652e52dbca
@@ -327,15 +327,15 @@ public sealed class NukeSystem : EntitySystem
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// should play
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if (nuke.RemainingTime <= _nukeSongLength + nuke.AlertSoundTime + NukeSongBuffer && !nuke.PlayedNukeSong && !ResolvedSoundSpecifier.IsNullOrEmpty(_selectedNukeSong))
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{
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_sound.DispatchStationEventMusic(uid, _selectedNukeSong, StationEventMusicType.Nuke);
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_sound.DispatchGlobalEventMusic(_selectedNukeSong, StationEventMusicType.Nuke); // DeltaV - Global Nuke Music
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nuke.PlayedNukeSong = true;
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}
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// play alert sound if time is running out
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if (nuke.RemainingTime <= nuke.AlertSoundTime && !nuke.PlayedAlertSound)
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{
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_sound.PlayGlobalOnStation(uid, _audio.ResolveSound(nuke.AlertSound), new AudioParams{Volume = -5f});
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_sound.StopStationEventMusic(uid, StationEventMusicType.Nuke);
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_sound.PlayGlobal(_audio.ResolveSound(nuke.AlertSound), new AudioParams { Volume = -5f }); // DeltaV - Global Nuke SFX
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_sound.StopGlobalEventMusic(StationEventMusicType.Nuke); // DeltaV - Global Nuke Music
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nuke.PlayedAlertSound = true;
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UpdateAppearance(uid, nuke);
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}
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@@ -504,9 +504,9 @@ public sealed class NukeSystem : EntitySystem
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("time", (int) component.RemainingTime),
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("location", FormattedMessage.RemoveMarkupOrThrow(_navMap.GetNearestBeaconString((uid, nukeXform)))));
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var sender = Loc.GetString("nuke-component-announcement-sender");
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_chatSystem.DispatchStationAnnouncement(stationUid ?? uid, announcement, sender, false, null, Color.Red);
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_chatSystem.DispatchGlobalAnnouncement(announcement, sender, false, null, Color.Red); // DeltaV - Global Nuke Annoucement
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_sound.PlayGlobalOnStation(uid, _audio.ResolveSound(component.ArmSound));
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_sound.PlayGlobal(_audio.ResolveSound(component.ArmSound)); // DeltaV - Global Nuke Music
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_nukeSongLength = (float) _audio.GetAudioLength(_selectedNukeSong).TotalSeconds;
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// turn on the spinny light
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@@ -544,11 +544,11 @@ public sealed class NukeSystem : EntitySystem
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// warn a crew
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var announcement = Loc.GetString("nuke-component-announcement-unarmed");
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var sender = Loc.GetString("nuke-component-announcement-sender");
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_chatSystem.DispatchStationAnnouncement(uid, announcement, sender, false);
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_chatSystem.DispatchGlobalAnnouncement(announcement, sender, false); // DeltaV - Global Nuke Announcement
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component.PlayedNukeSong = false;
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_sound.PlayGlobalOnStation(uid, _audio.ResolveSound(component.DisarmSound));
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_sound.StopStationEventMusic(uid, StationEventMusicType.Nuke);
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_sound.PlayGlobal(_audio.ResolveSound(component.DisarmSound)); // DeltaV - Global Nuke SFX
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_sound.StopGlobalEventMusic(StationEventMusicType.Nuke); // DeltaV - Global Nuke Music
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// reset nuke remaining time to either itself or the minimum time, whichever is higher
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component.RemainingTime = Math.Max(component.RemainingTime, component.MinimumTime);
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@@ -610,7 +610,7 @@ public sealed class NukeSystem : EntitySystem
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OwningStation = transform.GridUid,
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});
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_sound.StopStationEventMusic(uid, StationEventMusicType.Nuke);
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_sound.StopGlobalEventMusic(StationEventMusicType.Nuke); // DeltaV - Global Nuke Music
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Del(uid);
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}
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