Fix sound again (again) (#10426)
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@@ -29,6 +29,7 @@ using Content.Shared.Popups;
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using Content.Server.Atmos.Miasma;
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using Content.Server.Atmos.Miasma;
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using Content.Server.IdentityManagement;
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using Content.Server.IdentityManagement;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Movement.Systems;
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using Robust.Shared.Audio;
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namespace Content.Server.Zombies
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namespace Content.Server.Zombies
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{
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{
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@@ -91,8 +92,8 @@ namespace Content.Server.Zombies
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//you're a real zombie now, son.
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//you're a real zombie now, son.
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var zombiecomp = AddComp<ZombieComponent>(target);
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var zombiecomp = AddComp<ZombieComponent>(target);
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///we need to basically remove all of these because zombies shouldn't
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//we need to basically remove all of these because zombies shouldn't
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///get diseases, breath, be thirst, be hungry, or die in space
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//get diseases, breath, be thirst, be hungry, or die in space
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RemComp<DiseaseCarrierComponent>(target);
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RemComp<DiseaseCarrierComponent>(target);
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RemComp<RespiratorComponent>(target);
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RemComp<RespiratorComponent>(target);
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RemComp<BarotraumaComponent>(target);
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RemComp<BarotraumaComponent>(target);
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@@ -104,8 +105,8 @@ namespace Content.Server.Zombies
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var rotting = EnsureComp<RottingComponent>(target);
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var rotting = EnsureComp<RottingComponent>(target);
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rotting.DealDamage = false;
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rotting.DealDamage = false;
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///This is needed for stupid entities that fuck up combat mode component
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//This is needed for stupid entities that fuck up combat mode component
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///in an attempt to make an entity not attack. This is the easiest way to do it.
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//in an attempt to make an entity not attack. This is the easiest way to do it.
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RemComp<CombatModeComponent>(target);
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RemComp<CombatModeComponent>(target);
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AddComp<CombatModeComponent>(target);
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AddComp<CombatModeComponent>(target);
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@@ -114,8 +115,8 @@ namespace Content.Server.Zombies
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vocal.FemaleScream = scream;
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vocal.FemaleScream = scream;
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vocal.MaleScream = scream;
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vocal.MaleScream = scream;
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///This is the actual damage of the zombie. We assign the visual appearance
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//This is the actual damage of the zombie. We assign the visual appearance
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///and range here because of stuff we'll find out later
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//and range here because of stuff we'll find out later
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var melee = EnsureComp<MeleeWeaponComponent>(target);
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var melee = EnsureComp<MeleeWeaponComponent>(target);
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melee.Arc = zombiecomp.AttackArc;
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melee.Arc = zombiecomp.AttackArc;
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melee.ClickArc = zombiecomp.AttackArc;
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melee.ClickArc = zombiecomp.AttackArc;
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@@ -130,8 +131,8 @@ namespace Content.Server.Zombies
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_sharedHuApp.UpdateAppearance(target, appearance, huApComp);
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_sharedHuApp.UpdateAppearance(target, appearance, huApComp);
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_sharedHuApp.ForceAppearanceUpdate(target, huApComp);
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_sharedHuApp.ForceAppearanceUpdate(target, huApComp);
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///This is done here because non-humanoids shouldn't get baller damage
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//This is done here because non-humanoids shouldn't get baller damage
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///lord forgive me for the hardcoded damage
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//lord forgive me for the hardcoded damage
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DamageSpecifier dspec = new();
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DamageSpecifier dspec = new();
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dspec.DamageDict.Add("Slash", 13);
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dspec.DamageDict.Add("Slash", 13);
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dspec.DamageDict.Add("Piercing", 7);
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dspec.DamageDict.Add("Piercing", 7);
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@@ -142,8 +143,8 @@ namespace Content.Server.Zombies
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//The zombie gets the assigned damage weaknesses and strengths
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//The zombie gets the assigned damage weaknesses and strengths
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_damageable.SetDamageModifierSetId(target, "Zombie");
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_damageable.SetDamageModifierSetId(target, "Zombie");
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///This makes it so the zombie doesn't take bloodloss damage.
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//This makes it so the zombie doesn't take bloodloss damage.
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///NOTE: they are supposed to bleed, just not take damage
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//NOTE: they are supposed to bleed, just not take damage
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_bloodstream.SetBloodLossThreshold(target, 0f);
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_bloodstream.SetBloodLossThreshold(target, 0f);
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//This is specifically here to combat insuls, because frying zombies on grilles is funny as shit.
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//This is specifically here to combat insuls, because frying zombies on grilles is funny as shit.
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@@ -189,8 +190,8 @@ namespace Content.Server.Zombies
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ghostcomp.RoleRules = Loc.GetString("zombie-role-rules");
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ghostcomp.RoleRules = Loc.GetString("zombie-role-rules");
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}
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}
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///Goes through every hand, drops the items in it, then removes the hand
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//Goes through every hand, drops the items in it, then removes the hand
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///may become the source of various bugs.
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//may become the source of various bugs.
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foreach (var hand in _sharedHands.EnumerateHands(target))
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foreach (var hand in _sharedHands.EnumerateHands(target))
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{
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{
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_sharedHands.SetActiveHand(target, hand);
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_sharedHands.SetActiveHand(target, hand);
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