using Robust.Shared.Audio; using Robust.Shared.GameStates; namespace Content.Shared._EE.Shadowling; [RegisterComponent, NetworkedComponent] public sealed partial class HatchingEggComponent : Component { [DataField] public float CooldownTimer = 15.0f; [DataField] public EntityUid? ShadowlingInside; public bool HasBeenHatched; // I know this looks dumb but it looks more readable and less error-prone than when I tried with an array // maybe there's a better way but its only 3 messages that need to appear // Update: I found a way but im too lazy to do it so just deal with this public bool HasFirstMessageAppeared; public bool HasSecondMessageAppeared; public bool HasThirdMessageAppeared; public SoundSpecifier? CrackFirst = new SoundPathSpecifier("/Audio/_EE/Shadowling/egg/crack01.ogg"); public SoundSpecifier? CrackSecond = new SoundPathSpecifier("/Audio/_EE/Shadowling/egg/crack02.ogg"); public SoundSpecifier? CrackThird = new SoundPathSpecifier("/Audio/_EE/Shadowling/egg/crack03.ogg"); }