Fix bang, ded (#10768)
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@@ -225,6 +225,9 @@ public sealed partial class GunSystem : SharedGunSystem
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public void PlayImpactSound(EntityUid otherEntity, DamageSpecifier? modifiedDamage, SoundSpecifier? weaponSound, bool forceWeaponSound)
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{
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if (Deleted(otherEntity))
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return;
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// Like projectiles and melee,
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// 1. Entity specific sound
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// 2. Ammo's sound
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@@ -237,24 +240,20 @@ public sealed partial class GunSystem : SharedGunSystem
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if (type != null && rangedSound.SoundTypes?.TryGetValue(type, out var damageSoundType) == true)
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{
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SoundSystem.Play(damageSoundType!.GetSound(),
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Filter.Pvs(otherEntity, entityManager: EntityManager),
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otherEntity, AudioHelpers.WithVariation(DamagePitchVariation));
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Audio.PlayPvs(damageSoundType, otherEntity, AudioParams.Default.WithVariation(DamagePitchVariation));
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playedSound = true;
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}
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else if (type != null && rangedSound.SoundGroups?.TryGetValue(type, out var damageSoundGroup) == true)
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{
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SoundSystem.Play(damageSoundGroup!.GetSound(),
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Filter.Pvs(otherEntity, entityManager: EntityManager),
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otherEntity, AudioHelpers.WithVariation(DamagePitchVariation));
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Audio.PlayPvs(damageSoundGroup, otherEntity, AudioParams.Default.WithVariation(DamagePitchVariation));
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playedSound = true;
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}
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}
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if (!playedSound && weaponSound != null)
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SoundSystem.Play(weaponSound.GetSound(), Filter.Pvs(otherEntity, entityManager: EntityManager), otherEntity);
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{
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Audio.PlayPvs(weaponSound, otherEntity);
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}
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}
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// TODO: Pseudo RNG so the client can predict these.
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@@ -45,6 +45,7 @@ public abstract partial class SharedGunSystem : EntitySystem
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[Dependency] protected readonly SharedPopupSystem PopupSystem = default!;
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[Dependency] protected readonly ThrowingSystem ThrowingSystem = default!;
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[Dependency] protected readonly TagSystem TagSystem = default!;
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[Dependency] protected readonly SharedAudioSystem Audio = default!;
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[Dependency] protected readonly SharedProjectileSystem Projectiles = default!;
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protected ISawmill Sawmill = default!;
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@@ -15,11 +15,30 @@
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sprite: Objects/Weapons/Guns/Pistols/debug.rsi
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- type: Gun
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fireRate: 100
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- type: BallisticAmmoProvider
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selectedMode: FullAuto
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availableModes:
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- SemiAuto
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- FullAuto
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- type: AmmoCounter
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- type: ChamberMagazineAmmoProvider
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- type: ItemSlots
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slots:
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gun_magazine:
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name: Magazine
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startingItem: MagazinePistolDebug
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insertSound: /Audio/Weapons/Guns/MagIn/smg_magin.ogg
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ejectSound: /Audio/Weapons/Guns/MagOut/smg_magout.ogg
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priority: 2
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whitelist:
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tags:
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- Debug
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proto: MagazinePistolDebug
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gun_chamber:
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name: Chamber
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startingItem: CartridgeDebug
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priority: 1
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whitelist:
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tags:
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- CartridgePistol
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- type: entity
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id: MagazinePistolDebug
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