Re-organizing the Resources folder. Part 1. (#1234)

* First commit

* Lockers

* Lockers electric boogaloo

* Crates and Lockers

* Almost finishing the Textures folder

* Updating texture paths. Reminder to fix:
* Lockers
* Windows
* Vending Machines
* APC
* Catwalks
* Bedsheets and Cloaks
* Status effects

* dont know what happened here

* Commit before merge

* re-organizing

* Lockers broken

* Commit before merge

* Submodule

* renaming

* Fixing most issues

* forgot these ones

* Updating submodule

* typo

* Fixing some paths

* fixing some paths

* updating submodule

* (hopefully) fixing the submodule
This commit is contained in:
AJCM-git
2020-07-07 13:19:00 -04:00
committed by GitHub
parent 39290cffaa
commit ae41d03ec6
5594 changed files with 6524 additions and 6481 deletions

View File

@@ -77,7 +77,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
serializer.DataField(ref _range, "range", 1);
serializer.DataField(ref _arcWidth, "arcwidth", 90);
serializer.DataField(ref _arc, "arc", "default");
serializer.DataField(ref _hitSound, "hitSound", "/Audio/weapons/genhit1.ogg");
serializer.DataField(ref _hitSound, "hitSound", "/Audio/Weapons/genhit1.ogg");
serializer.DataField(ref _cooldownTime, "cooldownTime", 1f);
}
@@ -116,7 +116,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
var audioSystem = EntitySystem.Get<AudioSystem>();
var emitter = hitEntities.Count == 0 ? eventArgs.User : hitEntities[0];
audioSystem.PlayFromEntity(hitEntities.Count > 0 ? _hitSound : "/Audio/weapons/punchmiss.ogg", emitter);
audioSystem.PlayFromEntity(hitEntities.Count > 0 ? _hitSound : "/Audio/Weapons/punchmiss.ogg", emitter);
if (Arc != null)
{