Possums and Raccoons and Ferrets, Oh My! (#6808)

* * Fixed Reagent Tanks so they now dispense an amount according to the transfer amount of the bucket you use.

* Revert "* Fixed Reagent Tanks so they now dispense an amount according to the transfer amount of the bucket you use."

This reverts commit 3b565c0509e0a802b5aec63fc62007205ec330f1.

* Adds possums along with their sound effects and petting popup messages.

* Adds Morty my beloved

* Fixed a small error in InteractionPopupSystem that was causing an error: "[ERRO] root: Server tried to play audio file  which does not exist."

* Added raccoons

* Adds Morticia the raccoon. Morticia my beloved! (Original character do not steal :P)

* Adds ferrets and their SFX

* Well excuuu-uuuuse ME, Princess!

* "It can't be THAT easy..." --Spider-man Noir

* It's that easy.
This commit is contained in:
Willhelm53
2022-02-23 12:40:31 -06:00
committed by GitHub
parent 12ba246d21
commit b4b2f02264
17 changed files with 274 additions and 5 deletions

View File

@@ -37,7 +37,7 @@ public sealed class InteractionPopupSystem : EntitySystem
return;
string msg = ""; // Stores the text to be shown in the popup message
string sfx = ""; // Stores the filepath of the sound to be played
string? sfx = null; // Stores the filepath of the sound to be played
if (_random.Prob(component.SuccessChance))
{
@@ -61,10 +61,13 @@ public sealed class InteractionPopupSystem : EntitySystem
else
_popupSystem.PopupEntity(msg, uid, Filter.Entities(args.User)); //play only for the initiating entity.
if (component.SoundPerceivedByOthers)
SoundSystem.Play(Filter.Pvs(args.Target), sfx, args.Target); //play for everyone in range
else
SoundSystem.Play(Filter.Entities(args.User, args.Target), sfx, args.Target); //play only for the initiating entity and its target.
if (sfx is not null) //not all cases will have sound.
{
if (component.SoundPerceivedByOthers)
SoundSystem.Play(Filter.Pvs(args.Target), sfx, args.Target); //play for everyone in range
else
SoundSystem.Play(Filter.Entities(args.User, args.Target), sfx, args.Target); //play only for the initiating entity and its target.
}
component.LastInteractTime = curTime;
args.Handled = true;