Landmine stepoff (#22962)
* make landmine work on stepping off * update methods naming * made both step modes possible * updated stepoff event raise to not interfere with game physics internals * added comments * figuring out how audiosystem works * added beep sound effect, updated how stepoff trigger works to make it more consistent * updated source in attributions.yml * made stepoff working every time * introduced suggested changes * updated janitor's WetSignMine to have audio * made cleaner events and bashing my head at OnEndCollide event raise * inverted conditional where applicable * review --------- Co-authored-by: Yurii Kis <yurii.kis@smartteksas.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@@ -88,7 +88,7 @@ namespace Content.Server.Explosion.EntitySystems
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SubscribeLocalEvent<TriggerOnCollideComponent, StartCollideEvent>(OnTriggerCollide);
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SubscribeLocalEvent<TriggerOnActivateComponent, ActivateInWorldEvent>(OnActivate);
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SubscribeLocalEvent<TriggerImplantActionComponent, ActivateImplantEvent>(OnImplantTrigger);
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SubscribeLocalEvent<TriggerOnStepTriggerComponent, StepTriggeredEvent>(OnStepTriggered);
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SubscribeLocalEvent<TriggerOnStepTriggerComponent, StepTriggeredOffEvent>(OnStepTriggered);
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SubscribeLocalEvent<TriggerOnSlipComponent, SlipEvent>(OnSlipTriggered);
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SubscribeLocalEvent<TriggerWhenEmptyComponent, OnEmptyGunShotEvent>(OnEmptyTriggered);
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@@ -228,7 +228,7 @@ namespace Content.Server.Explosion.EntitySystems
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args.Handled = Trigger(uid);
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}
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private void OnStepTriggered(EntityUid uid, TriggerOnStepTriggerComponent component, ref StepTriggeredEvent args)
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private void OnStepTriggered(EntityUid uid, TriggerOnStepTriggerComponent component, ref StepTriggeredOffEvent args)
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{
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Trigger(uid, args.Tripper);
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}
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