changing accumulators to timespan targets (#12407)
* changing accumulators to timespan targets * Update Content.Server/Abilities/Mime/MimePowersSystem.cs Co-authored-by: 0x6273 <0x40@keemail.me> * Update MimePowersSystem.cs * serializing timespans and adding pausetime where applicable * remove nullable Co-authored-by: CommieFlowers <rasmus.cedergren@hotmail.com> Co-authored-by: 0x6273 <0x40@keemail.me>
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@@ -36,7 +36,7 @@ namespace Content.Client.Audio
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private bool _overlayEnabled;
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private float _maxAmbientRange;
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private float _cooldown;
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private float _accumulator;
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private TimeSpan _targetTime = TimeSpan.Zero;
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private float _ambienceVolume = 0.0f;
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/// <summary>
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@@ -131,17 +131,16 @@ namespace Content.Client.Audio
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{
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base.Update(frameTime);
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if (!_gameTiming.IsFirstTimePredicted) return;
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if (!_gameTiming.IsFirstTimePredicted)
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return;
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if (_cooldown <= 0f)
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{
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_accumulator = 0f;
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return;
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}
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_accumulator += frameTime;
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if (_accumulator < _cooldown) return;
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_accumulator -= _cooldown;
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if (_gameTiming.CurTime < _targetTime)
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return;
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_targetTime = _gameTiming.CurTime+TimeSpan.FromSeconds(_cooldown);
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var player = _playerManager.LocalPlayer?.ControlledEntity;
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if (!EntityManager.TryGetComponent(player, out TransformComponent? playerManager))
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