Make mover controller respect footsteps volume sound param (#16018)
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@@ -17,10 +17,6 @@ using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Mech.Components;
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using Content.Shared.Parallax.Biomes;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Noise;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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@@ -49,8 +45,6 @@ namespace Content.Shared.Movement.Systems
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private const float StepSoundMoveDistanceWalking = 1.5f;
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private const float FootstepVariation = 0f;
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private const float FootstepVolume = 3f;
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private const float FootstepWalkingAddedVolumeMultiplier = 0f;
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protected ISawmill Sawmill = default!;
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@@ -113,12 +107,12 @@ namespace Content.Shared.Movement.Systems
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EntityQuery<SharedPullableComponent> pullableQuery,
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EntityQuery<MovementSpeedModifierComponent> modifierQuery)
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{
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bool canMove = mover.CanMove;
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var canMove = mover.CanMove;
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if (relayTargetQuery.TryGetComponent(uid, out var relayTarget) && relayTarget.Entities.Count > 0)
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{
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DebugTools.Assert(relayTarget.Entities.Count <= 1, "Multiple relayed movers are not supported at the moment");
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bool found = false;
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var found = false;
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foreach (var ent in relayTarget.Entities)
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{
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if (_mobState.IsIncapacitated(ent) || !moverQuery.TryGetComponent(ent, out var relayedMover))
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@@ -264,10 +258,10 @@ namespace Content.Shared.Movement.Systems
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if (!weightless && mobMoverQuery.TryGetComponent(uid, out var mobMover) &&
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TryGetSound(weightless, uid, mover, mobMover, xform, out var sound))
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{
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var soundModifier = mover.Sprinting ? 1.0f : FootstepWalkingAddedVolumeMultiplier;
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var soundModifier = mover.Sprinting ? 1.5f : 1f;
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var audioParams = sound.Params
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.WithVolume(FootstepVolume * soundModifier)
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.WithVolume(sound.Params.Volume * soundModifier)
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.WithVariation(sound.Params.Variation ?? FootstepVariation);
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// If we're a relay target then predict the sound for all relays.
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@@ -348,7 +342,8 @@ namespace Content.Shared.Movement.Systems
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foreach (var otherCollider in broadPhaseSystem.GetCollidingEntities(transform.MapID, enlargedAABB))
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{
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if (otherCollider == collider) continue; // Don't try to push off of yourself!
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if (otherCollider == collider)
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continue; // Don't try to push off of yourself!
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// Only allow pushing off of anchored things that have collision.
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if (otherCollider.BodyType != BodyType.Static ||
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