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>
This commit is contained in:
KISS
2024-03-24 07:33:45 +02:00
committed by GitHub
parent f96cf360e9
commit 54dd273f66
13 changed files with 97 additions and 49 deletions

View File

@@ -49,8 +49,14 @@ public sealed partial class StepTriggerComponent : Component
/// If this is true, steptrigger will still occur on entities that are in air / weightless. They do not
/// by default.
/// </summary>
[DataField]
[DataField, AutoNetworkedField]
public bool IgnoreWeightless;
/// <summary>
/// Does this have separate "StepOn" and "StepOff" triggers.
/// </summary>
[DataField, AutoNetworkedField]
public bool StepOn = false;
}
[RegisterComponent]