private WebhookIdentifier? _webhookIdentifier;
+ [ViewVariables]
+ private string? RoundEndSoundCollection { get; set; }
+
#if EXCEPTION_TOLERANCE
[ViewVariables]
public int RoundStartFailShutdownCount { get; private set; } = 0;
DiscordRoundEndRole = null;
}
}, true);
+ Subs.CVar(_configurationManager, CCVars.RoundEndSoundCollection, value => RoundEndSoundCollection = value, true);
#if EXCEPTION_TOLERANCE
Subs.CVar(_configurationManager, CCVars.RoundStartFailShutdownCount, value => RoundStartFailShutdownCount = value, true);
#endif
// This ordering mechanism isn't great (no ordering of minds) but functions
var listOfPlayerInfoFinal = listOfPlayerInfo.OrderBy(pi => pi.PlayerOOCName).ToArray();
- var sound = _audio.GetSound(new SoundCollectionSpecifier("RoundEnd"));
+ var sound = RoundEndSoundCollection == null ? null : _audio.GetSound(new SoundCollectionSpecifier(RoundEndSoundCollection));
RaiseNetworkEvent(new RoundEndMessageEvent(gamemodeTitle, roundEndText, roundDuration, RoundId,
listOfPlayerInfoFinal.Length, listOfPlayerInfoFinal, LobbySong, sound));
public static readonly CVarDef<string> SecretWeightPrototype =
CVarDef.Create("game.secret_weight_prototype", "Secret", CVar.SERVERONLY);
+ /// <summary>
+ /// The id of the sound collection to randomly choose a sound from and play when the round ends.
+ /// </summary>
+ public static readonly CVarDef<string> RoundEndSoundCollection =
+ CVarDef.Create("game.round_end_sound_collection", "RoundEnd", CVar.SERVERONLY);
+
/*
* Discord
*/