Electrocution noises (#8061)
* Adds spark noises when an entity gets electrocuted by something * oops * double oops * Update Content.Server/Electrocution/Components/ElectrifiedComponent.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -22,6 +22,7 @@ using Content.Shared.StatusEffect;
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using Content.Shared.Stunnable;
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using Content.Shared.Tag;
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using Content.Shared.Weapons.Melee;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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@@ -388,6 +389,7 @@ namespace Content.Server.Electrocution
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{
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_popupSystem.PopupEntity(Loc.GetString("electrocuted-component-mob-shocked-by-source-popup-others",
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("mob", uid), ("source", (sourceUid.Value))), uid, filter);
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PlayElectrocutionSound(uid, sourceUid.Value);
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}
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else
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{
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@@ -440,5 +442,15 @@ namespace Content.Server.Electrocution
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SetInsulatedSiemensCoefficient(uid, _random.Pick(randomInsulation.List), insulated);
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}
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private void PlayElectrocutionSound(EntityUid targetUid, EntityUid sourceUid, ElectrifiedComponent? electrified = null)
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{
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if (!Resolve(sourceUid, ref electrified) || !electrified.PlaySoundOnShock)
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{
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return;
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}
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SoundSystem.Play(Filter.Pvs(targetUid), electrified.ShockNoises.GetSound(), targetUid, AudioParams.Default.WithVolume(electrified.ShockVolume));
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}
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}
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}
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