Move step sound distance and footstep variation to MobMoverComponent (#27799)
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@@ -58,11 +58,6 @@ namespace Content.Shared.Movement.Systems
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protected EntityQuery<CanMoveInAirComponent> CanMoveInAirQuery;
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protected EntityQuery<NoRotateOnMoveComponent> NoRotateQuery;
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private const float StepSoundMoveDistanceRunning = 2;
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private const float StepSoundMoveDistanceWalking = 1.5f;
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private const float FootstepVariation = 0f;
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/// <summary>
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/// <see cref="CCVars.StopSpeed"/>
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/// </summary>
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@@ -258,7 +253,7 @@ namespace Content.Shared.Movement.Systems
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var audioParams = sound.Params
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.WithVolume(sound.Params.Volume + soundModifier)
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.WithVariation(sound.Params.Variation ?? FootstepVariation);
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.WithVariation(sound.Params.Variation ?? mobMover.FootstepVariation);
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// If we're a relay target then predict the sound for all relays.
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if (relayTarget != null)
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@@ -404,7 +399,9 @@ namespace Content.Shared.Movement.Systems
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return false;
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var coordinates = xform.Coordinates;
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var distanceNeeded = mover.Sprinting ? StepSoundMoveDistanceRunning : StepSoundMoveDistanceWalking;
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var distanceNeeded = mover.Sprinting
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? mobMover.StepSoundMoveDistanceRunning
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: mobMover.StepSoundMoveDistanceWalking;
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// Handle footsteps.
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if (!weightless)
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