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