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