46 lines
1.5 KiB
C#
46 lines
1.5 KiB
C#
using Content.Shared.Projectiles;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Client.Player;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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namespace Content.Client.Weapons.Ranged.Systems;
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public sealed class FlyBySoundSystem : SharedFlyBySoundSystem
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{
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<FlyBySoundComponent, StartCollideEvent>(OnCollide);
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}
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private void OnCollide(EntityUid uid, FlyBySoundComponent component, ref StartCollideEvent args)
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{
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var attachedEnt = _player.LocalPlayer?.ControlledEntity;
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// If it's not our ent or we shot it.
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if (attachedEnt == null ||
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args.OtherEntity != attachedEnt ||
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TryComp<ProjectileComponent>(uid, out var projectile) &&
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projectile.Shooter == attachedEnt)
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{
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return;
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}
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if (args.OurFixtureId != FlyByFixture ||
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!_random.Prob(component.Prob))
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{
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return;
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}
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// Play attached to our entity because the projectile may immediately delete or the likes.
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_audio.PlayPredicted(component.Sound, attachedEnt.Value, attachedEnt.Value);
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}
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}
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