Fix sound again (again) (#10426)

This commit is contained in:
metalgearsloth
2022-08-08 13:56:28 +10:00
committed by GitHub
parent db55d44e3d
commit fcd005cf06

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