Reorders Sound Systems signatures to match Popup Systems. (#8728)

This commit is contained in:
keronshb
2022-06-12 19:45:47 -04:00
committed by GitHub
parent 78fb4b88ed
commit f7b1bda3e5
138 changed files with 257 additions and 272 deletions

View File

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