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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@@ -11,7 +11,7 @@ public sealed class LavaSystem : EntitySystem
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<LavaComponent, StepTriggeredEvent>(OnLavaStepTriggered);
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SubscribeLocalEvent<LavaComponent, StepTriggeredOffEvent>(OnLavaStepTriggered);
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SubscribeLocalEvent<LavaComponent, StepTriggerAttemptEvent>(OnLavaStepTriggerAttempt);
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}
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@@ -23,7 +23,7 @@ public sealed class LavaSystem : EntitySystem
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args.Continue = true;
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}
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private void OnLavaStepTriggered(EntityUid uid, LavaComponent component, ref StepTriggeredEvent args)
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private void OnLavaStepTriggered(EntityUid uid, LavaComponent component, ref StepTriggeredOffEvent args)
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{
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var otherUid = args.Tripper;
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