Files
tbd-station-14/Content.Client/Weapons/Ranged/Systems/FlyBySoundSystem.cs
metalgearsloth fb943a61dc 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>
2022-06-01 19:59:58 +10:00

39 lines
1.3 KiB
C#

using Content.Client.Projectiles;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Client.Player;
using Robust.Shared.Audio;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Player;
using Robust.Shared.Random;
namespace Content.Client.Weapons.Ranged.Systems;
public sealed class FlyBySoundSystem : SharedFlyBySoundSystem
{
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IRobustRandom _random = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FlyBySoundComponent, StartCollideEvent>(OnCollide);
}
private void OnCollide(EntityUid uid, FlyBySoundComponent component, StartCollideEvent args)
{
var attachedEnt = _player.LocalPlayer?.ControlledEntity;
// If it's not our ent or we shot it.
if (attachedEnt == null ||
args.OtherFixture.Body.Owner != attachedEnt ||
TryComp<ProjectileComponent>(args.OurFixture.Body.Owner, out var projectile) &&
projectile.Shooter == attachedEnt) return;
if (args.OurFixture.ID != FlyByFixture ||
!_random.Prob(component.Prob)) return;
SoundSystem.Play(Filter.Local(), component.Sound.GetSound(), uid, component.Sound.Params);
}
}