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* or your debil * Woop * Whoops, Missed this * Whoops, Suicide System * Hush... Extended tests... Hush * AAAAAA * No-longer jaunt whilst dead * :) * Update Content.Shared/_Lavaland/Chasm/PreventChasmFallingSystem.cs Co-authored-by: Tobias Berger <toby@tobot.dev> Signed-off-by: William Lemon <William.Lemon2@gmail.com> * Update Content.Server/_Goobstation/Possession/PossessionSystem.cs Co-authored-by: Tobias Berger <toby@tobot.dev> Signed-off-by: William Lemon <William.Lemon2@gmail.com> * Please tobysenpai forgive me --------- Signed-off-by: William Lemon <William.Lemon2@gmail.com> Co-authored-by: Tobias Berger <toby@tobot.dev>
28 lines
985 B
C#
28 lines
985 B
C#
// SPDX-FileCopyrightText: 2025 GoobBot <uristmchands@proton.me>
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// SPDX-FileCopyrightText: 2025 Solstice <solsticeofthewinter@gmail.com>
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// SPDX-FileCopyrightText: 2025 SolsticeOfTheWinter <solsticeofthewinter@gmail.com>
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//
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// SPDX-License-Identifier: AGPL-3.0-or-later
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using Content.Shared.NPC.Prototypes;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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namespace Content.Server._Goobstation.Devil.GameTicking.Rules;
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[RegisterComponent, Access(typeof(DevilRuleSystem))]
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public sealed partial class DevilRuleComponent : Component
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{
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[DataField]
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public SoundPathSpecifier BriefingSound = new("/Audio/_Goobstation/Ambience/Antag/devil_start.ogg");
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[DataField]
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public ProtoId<NpcFactionPrototype> DevilFaction = "DevilFaction"; // DeltaV - Don't use literals.
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[DataField]
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public ProtoId<NpcFactionPrototype> NanotrasenFaction = "NanoTrasen"; // DeltaV - Don't use literals.
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[DataField]
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public EntProtoId DevilMindRole = "DevilMindRole";
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}
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