remove doorslam sound (#25737)
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@@ -96,12 +96,6 @@ public sealed partial class DoorComponent : Component
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[DataField("denySound")]
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[DataField("denySound")]
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public SoundSpecifier? DenySound;
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public SoundSpecifier? DenySound;
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/// <summary>
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/// Sound to play when a disarmed (hands comp with 0 hands) entity opens the door. What?
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/// </summary>
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[DataField("tryOpenDoorSound")]
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public SoundSpecifier TryOpenDoorSound = new SoundCollectionSpecifier("MetalSlam");
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/// <summary>
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/// <summary>
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/// Sound to play when door has been emagged or possibly electrically tampered
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/// Sound to play when door has been emagged or possibly electrically tampered
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/// </summary>
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/// </summary>
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@@ -370,12 +370,6 @@ public abstract partial class SharedDoorSystem : EntitySystem
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if (lastState == DoorState.Emagging && TryComp<DoorBoltComponent>(uid, out var doorBoltComponent))
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if (lastState == DoorState.Emagging && TryComp<DoorBoltComponent>(uid, out var doorBoltComponent))
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SetBoltsDown((uid, doorBoltComponent), !doorBoltComponent.BoltsDown, user, true);
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SetBoltsDown((uid, doorBoltComponent), !doorBoltComponent.BoltsDown, user, true);
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// I'm not sure what the intent here is/was? It plays a sound if the user is opening a door with a hands
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// component, but no actual hands!? What!? Is this the sound of them head-butting the door to get it to open??
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// I'm 99% sure something is wrong here, but I kind of want to keep it this way.
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if (user != null && (!TryComp(user.Value, out HandsComponent? hands) || hands.Hands.Count == 0))
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Audio.PlayPredicted(door.TryOpenDoorSound, uid, user, AudioParams.Default.WithVolume(-2));
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}
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}
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/// <summary>
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/// <summary>
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