using Content.Shared.Examine;
using Content.Shared.Morgue;
using Content.Shared.Morgue.Components;
-using Robust.Server.GameObjects;
-using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Player;
/// <summary>
/// Handles the examination text for looking at a morgue.
/// </summary>
- private void OnExamine(EntityUid uid, MorgueComponent component, ExaminedEvent args)
+ private void OnExamine(Entity<MorgueComponent> ent, ref ExaminedEvent args)
{
if (!args.IsInDetailsRange)
return;
- _appearance.TryGetData<MorgueContents>(uid, MorgueVisuals.Contents, out var contents);
+ _appearance.TryGetData<MorgueContents>(ent.Owner, MorgueVisuals.Contents, out var contents);
var text = contents switch
{
/// <summary>
/// Whether or not the morgue beeps if a living player is inside.
/// </summary>
- [ViewVariables(VVAccess.ReadWrite)]
- [DataField("doSoulBeep")]
+ [DataField]
public bool DoSoulBeep = true;
- [ViewVariables]
+ [DataField]
public float AccumulatedFrameTime = 0f;
/// <summary>
/// The amount of time between each beep.
/// </summary>
- [ViewVariables]
+ [DataField]
public float BeepTime = 10f;
- [DataField("occupantHasSoulAlarmSound")]
+ [DataField]
public SoundSpecifier OccupantHasSoulAlarmSound = new SoundPathSpecifier("/Audio/Weapons/Guns/EmptyAlarm/smg_empty_alarm.ogg");
}