Vending machine uplift (#1549)
* Let there be (vending machine) light Cut up vending machines to have unshaded layers. I scripted the cutting up so there might need to be minor tweaks to some of them. Added the eris vending machine sound (I liked it more than tg's, fight me). * Tweak sound reduction * Mark vending as abstract Appearance is done on each vending based on what sprite states they have (at the moment) and the vendingmachine shouldn't be spawned on its own anyway. * Add screen layer back in * Unstuff what was stuffed * Removed the Soviet and USA vending machines * Added proper licensing Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Swept <jamesurquhartwebb@gmail.com>
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@@ -10,8 +10,11 @@ using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.VendingMachines;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.UserInterface;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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@@ -43,6 +46,8 @@ namespace Content.Server.GameObjects.Components.VendingMachines
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private bool Powered => _powerReceiver.Powered;
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private bool _broken = false;
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private string _soundVend;
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public void Activate(ActivateEventArgs eventArgs)
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{
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if(!eventArgs.User.TryGetComponent(out IActorComponent actor))
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@@ -67,6 +72,8 @@ namespace Content.Server.GameObjects.Components.VendingMachines
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base.ExposeData(serializer);
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serializer.DataField(ref _packPrototypeId, "pack", string.Empty);
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// Grabbed from: https://github.com/discordia-space/CEV-Eris/blob/f702afa271136d093ddeb415423240a2ceb212f0/sound/machines/vending_drop.ogg
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serializer.DataField(ref _soundVend, "soundVend", "/Audio/Machines/machine_vend.ogg");
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}
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private void InitializeFromPrototype()
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@@ -178,6 +185,8 @@ namespace Content.Server.GameObjects.Components.VendingMachines
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TrySetVisualState(VendingMachineVisualState.Normal);
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Owner.EntityManager.SpawnEntity(id, Owner.Transform.GridPosition);
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});
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EntitySystem.Get<AudioSystem>().PlayFromEntity(_soundVend, Owner, AudioParams.Default.WithVolume(-2f));
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}
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private void FlickDenyAnimation()
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