Новые амбиенты и пару песен (#586)
* Фича * Доделываю * Sussy update # 1 (#45) * remove useless field's serialization * fix: use invariant culture where is possible * feat: rotatable radars * feat: menu ref * tweak: delete useless * fix * new * feat: new ambient system * add: new lobby audio files * feat: helmet overlays & HUDs * fix * fix * tweak: add a way to play without RTX * ooops * forget * Revert "forget" This reverts commit 244cdbe5562d759250697e7b65da2471dd809456. * privet ya valtos leniviy yeban * remove: drink delay * tweak: don't kick player after ban * fix: shaders * tweak: ban message * sus * oops Co-authored-by: Игорь Спичкин <55196698+igorsaux@users.noreply.github.com> * Revert "Sussy update # 1 (#45)" This reverts commit 810fa91adc76144527f9bb0e4e3f7ccca4ebe697. * holy shit so many sounds * proebalis --------- Co-authored-by: wCATw <leb.beliiii@gmail.com> Co-authored-by: rhailrake <49613070+rhailrake@users.noreply.github.com> Co-authored-by: Игорь Спичкин <55196698+igorsaux@users.noreply.github.com>
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@@ -13,9 +13,12 @@ using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reaction;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Drunk;
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using Content.Shared.FixedPoint;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Popups;
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@@ -44,7 +47,7 @@ public sealed class BloodstreamSystem : EntitySystem
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[Dependency] private readonly AlertsSystem _alertsSystem = default!;
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[Dependency] private readonly ForensicsSystem _forensicsSystem = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _speed = default!; // WD
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[Dependency] private readonly BloodLossAccent _bloodLossAccent = default!;
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[Dependency] private readonly BloodLossAccent _bloodLossAccent = default!; // WD
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public override void Initialize()
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{
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@@ -383,6 +386,13 @@ public sealed class BloodstreamSystem : EntitySystem
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}
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tempSolution.RemoveAllSolution();
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// WD edit start
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if (TryComp<MobStateComponent>(uid, out var mobState) && TryComp<StaminaComponent>(uid, out var stamina))
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if (mobState.CurrentState != MobState.Critical && !stamina.Critical)
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_audio.PlayPvs(component.BloodLossSound, uid, component.DefaultParams);
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// WD edit end
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}
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_solutionContainerSystem.UpdateChemicals(component.TemporarySolution.Value);
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