Reorders Sound Systems signatures to match Popup Systems. (#8728)
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@@ -154,7 +154,7 @@ public sealed class BloodstreamSystem : EntitySystem
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if (totalFloat > 0 && _robustRandom.Prob(prob))
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{
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TryModifyBloodLevel(uid, (-total) / 5, component);
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SoundSystem.Play(Filter.Pvs(uid), component.InstantBloodSound.GetSound(), uid, AudioParams.Default);
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SoundSystem.Play(component.InstantBloodSound.GetSound(), Filter.Pvs(uid), uid, AudioParams.Default);
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}
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else if (totalFloat < 0 && oldBleedAmount > 0 && _robustRandom.Prob(healPopupProb))
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{
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@@ -162,7 +162,7 @@ public sealed class BloodstreamSystem : EntitySystem
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// because it's burn damage that cauterized their wounds.
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// We'll play a special sound and popup for feedback.
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SoundSystem.Play(Filter.Pvs(uid), component.BloodHealedSound.GetSound(), uid, AudioParams.Default);
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SoundSystem.Play(component.BloodHealedSound.GetSound(), Filter.Pvs(uid), uid, AudioParams.Default);
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_popupSystem.PopupEntity(Loc.GetString("bloodstream-component-wounds-cauterized"), uid,
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Filter.Entities(uid));
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; }
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