Add supercritical sounds for ALL anomalies (#36425)
* add supercritical sounds for flesh anomaly and shadow anomaly * fix attribution yml * use sound collections, add TWO -- count em TWO tech anomaly supercrit sounds. * add sound for present anomaly * wrong soundcollection for flesh * actually add the present anomaly sound... * add fire anom sound * add gravity anomaly supercritical sound * add electric anomaly supercritical sound * add bluespace anomaly supercritical and explosion sound * add ice anomaly supercritical sound * add fluid anomaly supercritical sound * fix busted link * typo * add floral supercritical sound, fix typos * Add supercritical sounds to injected anomalies * add rock anomaly supercritical sound * supercritical sound follows the entity, important for injected anomalies * make the rock crit rumble a little less subtle at the start * use CC0 freesound alternatives where available * New pyro anomaly sound by GonTar * New sounds by GonTar. Change AnomalyComponent so that you can change the length of supercritical properly in the prototype. * oopsie, forgot the traps * use TimeSpan for duration
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@@ -135,6 +135,14 @@ public sealed partial class AnomalyComponent : Component
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/// </summary>
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[DataField]
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public SoundSpecifier? SupercriticalSoundAtAnimationStart;
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/// <summary>
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/// The length of the animation before it goes supercritical in seconds.
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/// </summary>
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///
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[DataField, AutoNetworkedField]
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan SupercriticalDuration = TimeSpan.FromSeconds(10f);
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#endregion
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/// <summary>
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