Owner Transform to Owner in SoundSystem calls (#4460)
* Owner Transform to Owner * Owner Transform to Owner minor fixes
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@@ -165,7 +165,7 @@ namespace Content.Server.Weapon.Ranged.Barrels.Components
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_currentSlot = i;
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_ammoSlots[i] = entity;
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_ammoContainer.Insert(entity);
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SoundSystem.Play(Filter.Pvs(Owner), _soundInsert.GetSound(), Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
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SoundSystem.Play(Filter.Pvs(Owner), _soundInsert.GetSound(), Owner, AudioParams.Default.WithVolume(-2));
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Dirty();
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UpdateAppearance();
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@@ -192,7 +192,7 @@ namespace Content.Server.Weapon.Ranged.Barrels.Components
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{
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var random = _random.Next(_ammoSlots.Length - 1);
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_currentSlot = random;
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SoundSystem.Play(Filter.Pvs(Owner), _soundSpin.GetSound(), Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
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SoundSystem.Play(Filter.Pvs(Owner), _soundSpin.GetSound(), Owner, AudioParams.Default.WithVolume(-2));
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Dirty();
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}
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@@ -243,7 +243,7 @@ namespace Content.Server.Weapon.Ranged.Barrels.Components
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if (_ammoContainer.ContainedEntities.Count > 0)
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{
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SoundSystem.Play(Filter.Pvs(Owner), _soundEject.GetSound(), Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-1));
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SoundSystem.Play(Filter.Pvs(Owner), _soundEject.GetSound(), Owner, AudioParams.Default.WithVolume(-1));
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}
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// May as well point back at the end?
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