Fix a few warnings (#11576)
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@@ -16,6 +16,8 @@ namespace Content.Shared.Standing
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly INetManager _netMan = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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// If StandingCollisionLayer value is ever changed to more than one layer, the logic needs to be edited.
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private const int StandingCollisionLayer = (int) CollisionGroup.MidImpassable;
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@@ -28,10 +30,11 @@ namespace Content.Shared.Standing
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private void OnHandleState(EntityUid uid, StandingStateComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not StandingComponentState state) return;
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if (args.Current is not StandingComponentState state)
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return;
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component.Standing = state.Standing;
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component.ChangedFixtures = new(state.ChangedFixtures);
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component.ChangedFixtures = new List<string>(state.ChangedFixtures);
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}
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private void OnGetState(EntityUid uid, StandingStateComponent component, ref ComponentGetState args)
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@@ -82,7 +85,7 @@ namespace Content.Shared.Standing
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RaiseLocalEvent(uid, new DownedEvent(), false);
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// Seemed like the best place to put it
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appearance?.SetData(RotationVisuals.RotationState, RotationState.Horizontal);
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_appearance.SetData(uid, RotationVisuals.RotationState, RotationState.Horizontal, appearance);
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// Change collision masks to allow going under certain entities like flaps and tables
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if (TryComp(uid, out FixturesComponent? fixtureComponent))
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@@ -100,10 +103,9 @@ namespace Content.Shared.Standing
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if (!_gameTiming.IsFirstTimePredicted)
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return true;
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// TODO audio prediction
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if (playSound && _netMan.IsServer)
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if (playSound)
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{
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SoundSystem.Play(standingState.DownSound.GetSound(), Filter.Pvs(uid), uid, AudioHelpers.WithVariation(0.25f));
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_audio.PlayPredicted(standingState.DownSound, uid, uid, AudioParams.Default.WithVariation(0.25f));
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}
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return true;
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@@ -133,7 +135,7 @@ namespace Content.Shared.Standing
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Dirty(standingState);
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RaiseLocalEvent(uid, new StoodEvent(), false);
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appearance?.SetData(RotationVisuals.RotationState, RotationState.Vertical);
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_appearance.SetData(uid, RotationVisuals.RotationState, RotationState.Vertical, appearance);
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if (TryComp(uid, out FixturesComponent? fixtureComponent))
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{
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