Prettier window breaking (#2368)

* Put the damage in the windows

* add crack overlays

* Window cracking

* glass related sounds

* let's use a valid state

* run optipng on these for posterity

* Examine damage descriptions

* add "Constructible" to dictionary

* Downmix stereo effects to mono

* breaking and knocking

* Add shard etc. sprites

* shard inhands

* more sprite wrangling

* Expand destructiblecomponent drop system + implement it for windows

* Shard descriptions

* Random sprite component

* no nullbabby

* Random destroysounds

* random offset on destructible drops

* fix fucked yaml

* sound collections

* random pitch for knocking

* Localization

* hascomponent

* better spawnondestroy

* missed one
This commit is contained in:
Peter Wedder
2020-10-29 21:42:11 +02:00
committed by GitHub
parent 68078e626a
commit bd4f2b41df
86 changed files with 1447 additions and 61 deletions

View File

@@ -1,4 +1,5 @@
using System.Collections.Generic;
using Content.Shared.Audio;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Server.GameObjects.EntitySystems;
@@ -7,6 +8,7 @@ using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Random;
namespace Content.Server.GameObjects.Components.Damage
@@ -65,11 +67,6 @@ namespace Content.Server.GameObjects.Components.Damage
protected override void DestructionBehavior()
{
_actSystem.HandleBreakage(Owner);
if (!Owner.Deleted && DestroySound != string.Empty)
{
var pos = Owner.Transform.Coordinates;
EntitySystem.Get<AudioSystem>().PlayAtCoords(DestroySound, pos);
}
}
}
}