Per-map parallax support (#9786)
* Per-map parallax support * Comments for future sloth * c * bet * Fix exception * VV support * Fix parallax * mem * weightless sounds * Gravity stuff * placeholder coz im too lazy to stash don't @ me son * decent clouds * sky * Fast parallax * Imagine spelling * Loicense * perish * Fix weightless status Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
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using Content.Shared.Movement.Components;
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using Content.Shared.Sound;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Movement.Systems;
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public abstract partial class SharedMoverController
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{
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private void InitializeFootsteps()
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{
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SubscribeLocalEvent<FootstepModifierComponent, ComponentGetState>(OnFootGetState);
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SubscribeLocalEvent<FootstepModifierComponent, ComponentHandleState>(OnFootHandleState);
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}
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private void OnFootHandleState(EntityUid uid, FootstepModifierComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not FootstepModifierComponentState state) return;
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component.Sound = state.Sound;
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}
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private void OnFootGetState(EntityUid uid, FootstepModifierComponent component, ref ComponentGetState args)
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{
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args.State = new FootstepModifierComponentState()
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{
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Sound = component.Sound,
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};
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}
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[Serializable, NetSerializable]
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private sealed class FootstepModifierComponentState : ComponentState
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{
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public SoundSpecifier Sound = default!;
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}
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}
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