Fix nukies sound not played (#21268)
* Play sound and sending greeting message works for nukies now!!!!! * oops * silly change
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@@ -46,6 +46,7 @@ using Robust.Server.Player;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Timing;
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@@ -334,7 +335,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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var eligibleQuery = EntityQueryEnumerator<StationEventEligibleComponent, NpcFactionMemberComponent>();
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var eligibleQuery = EntityQueryEnumerator<StationEventEligibleComponent, NpcFactionMemberComponent>();
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while (eligibleQuery.MoveNext(out var eligibleUid, out var eligibleComp, out var member))
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while (eligibleQuery.MoveNext(out var eligibleUid, out var eligibleComp, out var member))
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{
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{
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if (!_npcFaction.IsFactionFriendly(component.Faction, eligibleUid, member))
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if (!_npcFaction.IsFactionHostile(component.Faction, eligibleUid, member))
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continue;
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continue;
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eligible.Add((eligibleUid, eligibleComp, member));
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eligible.Add((eligibleUid, eligibleComp, member));
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@@ -349,8 +350,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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var query = EntityQueryEnumerator<NukeOperativeComponent, ActorComponent>();
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var query = EntityQueryEnumerator<NukeOperativeComponent, ActorComponent>();
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while (query.MoveNext(out _, out var nukeops, out var actor))
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while (query.MoveNext(out _, out var nukeops, out var actor))
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{
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{
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_chatManager.DispatchServerMessage(actor.PlayerSession, Loc.GetString("nukeops-welcome", ("station", component.TargetStation.Value)));
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NotifyNukie(actor.PlayerSession, nukeops, component);
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_audio.PlayGlobal(nukeops.GreetSoundNotification, actor.PlayerSession);
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filter.AddPlayer(actor.PlayerSession);
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filter.AddPlayer(actor.PlayerSession);
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}
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}
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}
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}
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@@ -793,10 +793,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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if (nukeops.TargetStation != null && !string.IsNullOrEmpty(Name(nukeops.TargetStation.Value)))
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if (nukeops.TargetStation != null && !string.IsNullOrEmpty(Name(nukeops.TargetStation.Value)))
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{
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{
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_chatManager.DispatchServerMessage(playerSession, Loc.GetString("nukeops-welcome", ("station", nukeops.TargetStation.Value)));
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NotifyNukie(playerSession, component, nukeops);
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// Notificate player about new role assignment
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_audio.PlayGlobal(component.GreetSoundNotification, playerSession);
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}
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}
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}
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}
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}
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}
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@@ -994,6 +991,18 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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SpawnOperatives(numNukies, operatives, true, component);
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SpawnOperatives(numNukies, operatives, true, component);
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}
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}
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/// <summary>
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/// Display a greeting message and play a sound for a nukie
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/// </summary>
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private void NotifyNukie(ICommonSession session, NukeOperativeComponent nukeop, NukeopsRuleComponent nukeopsRule)
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{
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if (nukeopsRule.TargetStation is not { } station)
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return;
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_chatManager.DispatchServerMessage(session, Loc.GetString("nukeops-welcome", ("station", station)));
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_audio.PlayGlobal(nukeop.GreetSoundNotification, session);
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}
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//For admins forcing someone to nukeOps.
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//For admins forcing someone to nukeOps.
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public void MakeLoneNukie(EntityUid mindId, MindComponent mind)
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public void MakeLoneNukie(EntityUid mindId, MindComponent mind)
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{
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{
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@@ -1,7 +1,7 @@
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verb-categories-antag = Antag ctrl
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verb-categories-antag = Antag ctrl
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admin-verb-make-traitor = Make the target into a traitor.
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admin-verb-make-traitor = Make the target into a traitor.
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admin-verb-make-zombie = Zombifies the target immediately.
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admin-verb-make-zombie = Zombifies the target immediately.
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admin-verb-make-nuclear-operative = Make target a into lone Nuclear Operative.
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admin-verb-make-nuclear-operative = Make target into a lone Nuclear Operative.
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admin-verb-make-pirate = Make the target into a pirate. Note this doesn't configure the game rule.
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admin-verb-make-pirate = Make the target into a pirate. Note this doesn't configure the game rule.
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admin-verb-make-head-rev = Make the target into a Head Revolutionary.
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admin-verb-make-head-rev = Make the target into a Head Revolutionary.
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