Reduce knocked down players tile friction (#11035)

This commit is contained in:
metalgearsloth
2022-09-11 16:49:10 +10:00
committed by GitHub
parent 47dd0ff2e8
commit 12e1a961d6
12 changed files with 80 additions and 124 deletions

View File

@@ -36,6 +36,7 @@ namespace Content.Server.Chemistry.TileReactions
var slippery = entityManager.EnsureComponent<SlipperyComponent>(puddle.Owner);
slippery.LaunchForwardsMultiplier = _launchForwardsMultiplier;
slippery.ParalyzeTime = _paralyzeTime;
entityManager.Dirty(slippery);
var step = entityManager.EnsureComponent<StepTriggerComponent>(puddle.Owner);
entityManager.EntitySysManager.GetEntitySystem<StepTriggerSystem>().SetRequiredTriggerSpeed(puddle.Owner, _requiredSlipSpeed, step);

View File

@@ -1,14 +0,0 @@
using Content.Server.Physics.Controllers;
using Content.Shared.Friction;
namespace Content.Server.Friction
{
public sealed class TileFrictionController : SharedTileFrictionController
{
public override void Initialize()
{
base.Initialize();
Mover = Get<MoverController>();
}
}
}

View File

@@ -1,15 +0,0 @@
using Content.Shared.Audio;
using Content.Shared.Slippery;
using Robust.Shared.Audio;
using Robust.Shared.Player;
namespace Content.Server.Slippery
{
internal sealed class SlipperySystem : SharedSlipperySystem
{
protected override void PlaySound(SlipperyComponent component)
{
SoundSystem.Play(component.SlipSound.GetSound(), Filter.Pvs(component.Owner), component.Owner, AudioHelpers.WithVariation(0.2f));
}
}
}