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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@@ -24,7 +24,7 @@ public sealed class ChasmSystem : EntitySystem
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{
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base.Initialize();
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SubscribeLocalEvent<ChasmComponent, StepTriggeredEvent>(OnStepTriggered);
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SubscribeLocalEvent<ChasmComponent, StepTriggeredOffEvent>(OnStepTriggered);
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SubscribeLocalEvent<ChasmComponent, StepTriggerAttemptEvent>(OnStepTriggerAttempt);
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SubscribeLocalEvent<ChasmFallingComponent, UpdateCanMoveEvent>(OnUpdateCanMove);
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}
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@@ -47,7 +47,7 @@ public sealed class ChasmSystem : EntitySystem
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}
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}
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private void OnStepTriggered(EntityUid uid, ChasmComponent component, ref StepTriggeredEvent args)
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private void OnStepTriggered(EntityUid uid, ChasmComponent component, ref StepTriggeredOffEvent args)
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{
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// already doomed
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if (HasComp<ChasmFallingComponent>(args.Tripper))
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