Landmine stepoff (#22962)
* make landmine work on stepping off * update methods naming * made both step modes possible * updated stepoff event raise to not interfere with game physics internals * added comments * figuring out how audiosystem works * added beep sound effect, updated how stepoff trigger works to make it more consistent * updated source in attributions.yml * made stepoff working every time * introduced suggested changes * updated janitor's WetSignMine to have audio * made cleaner events and bashing my head at OnEndCollide event raise * inverted conditional where applicable * review --------- Co-authored-by: Yurii Kis <yurii.kis@smartteksas.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@@ -25,7 +25,7 @@ public sealed partial class EnsnareableSystem
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{
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SubscribeLocalEvent<EnsnaringComponent, ComponentRemove>(OnComponentRemove);
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SubscribeLocalEvent<EnsnaringComponent, StepTriggerAttemptEvent>(AttemptStepTrigger);
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SubscribeLocalEvent<EnsnaringComponent, StepTriggeredEvent>(OnStepTrigger);
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SubscribeLocalEvent<EnsnaringComponent, StepTriggeredOffEvent>(OnStepTrigger);
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SubscribeLocalEvent<EnsnaringComponent, ThrowDoHitEvent>(OnThrowHit);
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SubscribeLocalEvent<EnsnaringComponent, AttemptPacifiedThrowEvent>(OnAttemptPacifiedThrow);
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}
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@@ -49,7 +49,7 @@ public sealed partial class EnsnareableSystem
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args.Continue = true;
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}
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private void OnStepTrigger(EntityUid uid, EnsnaringComponent component, ref StepTriggeredEvent args)
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private void OnStepTrigger(EntityUid uid, EnsnaringComponent component, ref StepTriggeredOffEvent args)
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{
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TryEnsnare(args.Tripper, uid, component);
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}
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