Pass CollisionMask to the sound systems (#968)

This commit is contained in:
Clyybber
2020-05-28 00:58:34 +02:00
committed by GitHub
parent 388653a009
commit a5725aec4c
2 changed files with 4 additions and 1 deletions

View File

@@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using Content.Shared.GameObjects.Components.Instruments;
using Content.Shared.Physics;
using JetBrains.Annotations;
using NFluidsynth;
using Robust.Shared.GameObjects;
@@ -110,6 +111,7 @@ namespace Content.Client.GameObjects.Components.Instruments
if (IsRendererAlive)
return;
_midiManager.OcclusionCollisionMask = (int) CollisionGroup.Impassable;
_renderer = _midiManager.GetNewRenderer();
if (_renderer != null)

View File

@@ -1,5 +1,6 @@
using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Sound;
using Content.Shared.Physics;
using Robust.Client.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
@@ -89,7 +90,7 @@ namespace Content.Client.GameObjects.Components.Sound
public override void Initialize()
{
base.Initialize();
EntitySystem.TryGet(out _audioSystem);
if (EntitySystem.TryGet(out _audioSystem)) _audioSystem.OcclusionCollisionMask = (int) CollisionGroup.Impassable;
}
public override void ExposeData(ObjectSerializer serializer)