Re-organizing the prototypes folder (#1384)

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
This commit is contained in:
AJCM-git
2020-07-20 06:26:16 -04:00
committed by GitHub
parent 202954efe2
commit 20ca4ccd4a
214 changed files with 4311 additions and 4566 deletions

View File

@@ -67,7 +67,7 @@ namespace Content.Server.GameObjects.Components.Items
public void SwapMode(UseEntityEventArgs eventArgs)
{
_entitySystemManager.GetEntitySystem<AudioSystem>().PlayFromEntity("/Audio/items/genhit.ogg", Owner);
_entitySystemManager.GetEntitySystem<AudioSystem>().PlayFromEntity("/Audio/Items/genhit.ogg", Owner);
int mode = (int) this._mode; //Firstly, cast our RCDmode mode to an int (enums are backed by ints anyway by default)
mode = (++mode) % _modes.Length; //Then, do a rollover on the value so it doesnt hit an invalid state
this._mode = (RcdMode) mode; //Finally, cast the newly acquired int mode to an RCDmode so we can use it.
@@ -130,7 +130,7 @@ namespace Content.Server.GameObjects.Components.Items
var snapPos = mapGrid.SnapGridCellFor(eventArgs.ClickLocation, SnapGridOffset.Center);
var ent = _serverEntityManager.SpawnEntity("solid_wall", mapGrid.GridTileToLocal(snapPos));
ent.Transform.LocalRotation = Owner.Transform.LocalRotation; //Now apply icon smoothing.
_entitySystemManager.GetEntitySystem<AudioSystem>().PlayFromEntity("/Audio/items/deconstruct.ogg", Owner);
_entitySystemManager.GetEntitySystem<AudioSystem>().PlayFromEntity("/Audio/Items/deconstruct.ogg", Owner);
_ammo--;
return; //Alright we're done here
default:
@@ -142,7 +142,7 @@ namespace Content.Server.GameObjects.Components.Items
if (canPlaceTile) //If desiredTile is null by this point, something has gone horribly wrong and you need to fix it.
{
mapGrid.SetTile(eventArgs.ClickLocation, new Tile(desiredTile.TileId));
_entitySystemManager.GetEntitySystem<AudioSystem>().PlayFromEntity("/Audio/items/deconstruct.ogg", Owner);
_entitySystemManager.GetEntitySystem<AudioSystem>().PlayFromEntity("/Audio/Items/deconstruct.ogg", Owner);
_ammo--;
}
}