Add Modular grenades (chemnades). (#7138)
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@@ -1,14 +1,14 @@
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using Content.Server.Explosion.EntitySystems;
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using Content.Server.Interaction.Components;
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using Content.Server.Sound.Components;
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using Content.Server.Throwing;
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using Content.Shared.Audio;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Throwing;
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using JetBrains.Annotations;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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namespace Content.Server.Sound
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{
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@@ -18,6 +18,8 @@ namespace Content.Server.Sound
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[UsedImplicitly]
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public sealed class EmitSoundSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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/// <inheritdoc />
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public override void Initialize()
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{
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@@ -26,6 +28,12 @@ namespace Content.Server.Sound
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SubscribeLocalEvent<EmitSoundOnUseComponent, UseInHandEvent>(HandleEmitSoundOnUseInHand);
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SubscribeLocalEvent<EmitSoundOnThrowComponent, ThrownEvent>(HandleEmitSoundOnThrown);
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SubscribeLocalEvent<EmitSoundOnActivateComponent, ActivateInWorldEvent>(HandleEmitSoundOnActivateInWorld);
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SubscribeLocalEvent<EmitSoundOnTriggerComponent, TriggerEvent>(HandleEmitSoundOnTrigger);
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}
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private void HandleEmitSoundOnTrigger(EntityUid uid, EmitSoundOnTriggerComponent component, TriggerEvent args)
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{
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TryEmitSound(component);
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}
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private void HandleEmitSoundOnLand(EntityUid eUI, BaseEmitSoundComponent component, LandEvent arg)
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@@ -35,9 +43,7 @@ namespace Content.Server.Sound
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private void HandleEmitSoundOnUseInHand(EntityUid eUI, BaseEmitSoundComponent component, UseInHandEvent arg)
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{
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if (arg.Handled) return;
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arg.Handled = true;
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// Intentionally not handling interaction. This component is an easy way to add sounds in addition to other behavior.
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TryEmitSound(component);
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}
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@@ -48,15 +54,14 @@ namespace Content.Server.Sound
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private void HandleEmitSoundOnActivateInWorld(EntityUid eUI, BaseEmitSoundComponent component, ActivateInWorldEvent arg)
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{
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if (arg.Handled) return;
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arg.Handled = true;
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// Intentionally not handling interaction. This component is an easy way to add sounds in addition to other behavior.
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TryEmitSound(component);
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}
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private static void TryEmitSound(BaseEmitSoundComponent component)
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private void TryEmitSound(BaseEmitSoundComponent component)
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{
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SoundSystem.Play(Filter.Pvs(component.Owner), component.Sound.GetSound(), component.Owner, AudioHelpers.WithVariation(component.PitchVariation).WithVolume(-2f));
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var audioParams = component.AudioParams.WithPitchScale((float) _random.NextGaussian(1, component.PitchVariation));
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SoundSystem.Play(Filter.Pvs(component.Owner, entityManager: EntityManager), component.Sound.GetSound(), component.Owner, audioParams);
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}
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}
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}
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