Gun refactor (#8301)
Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: T-Stalker <le0nel_1van@hotmail.com> Co-authored-by: T-Stalker <43253663+DogZeroX@users.noreply.github.com> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
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@@ -14,6 +14,7 @@ using Robust.Shared.Audio;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using GunSystem = Content.Server.Weapon.Ranged.Systems.GunSystem;
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namespace Content.Server.Projectiles
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{
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@@ -51,7 +52,7 @@ namespace Content.Server.Projectiles
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$"Projectile {ToPrettyString(component.Owner):projectile} shot by {ToPrettyString(component.Shooter):user} hit {ToPrettyString(otherEntity):target} and dealt {modifiedDamage.Total:damage} damage");
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}
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_guns.PlaySound(otherEntity, modifiedDamage, component.SoundHit, component.ForceSound);
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_guns.PlayImpactSound(otherEntity, modifiedDamage, component.SoundHit, component.ForceSound);
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// Damaging it can delete it
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if (HasComp<CameraRecoilComponent>(otherEntity))
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