Moved audio playing for melee to be before damage caculation (#1494)

This commit is contained in:
SoulSloth
2020-07-28 02:42:32 -04:00
committed by GitHub
parent af1a824fcd
commit c579187673

View File

@@ -100,6 +100,16 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
// This should really be improved. GetEntitiesInArc uses pos instead of bounding boxes.
var entities = ArcRayCast(eventArgs.User.Transform.WorldPosition, angle, eventArgs.User);
var audioSystem = EntitySystem.Get<AudioSystem>();
if (entities.Count() != 0)
{
audioSystem.PlayFromEntity( _hitSound, entities.First());
}
else
{
audioSystem.PlayFromEntity("/Audio/Weapons/punchmiss.ogg", eventArgs.User);
}
var hitEntities = new List<IEntity>();
foreach (var entity in entities)
{
@@ -115,10 +125,6 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
if(!OnHitEntities(hitEntities, eventArgs)) return;
var audioSystem = EntitySystem.Get<AudioSystem>();
var emitter = hitEntities.Count == 0 ? eventArgs.User : hitEntities[0];
audioSystem.PlayFromEntity(hitEntities.Count > 0 ? _hitSound : "/Audio/Weapons/punchmiss.ogg", emitter);
if (Arc != null)
{
var sys = _entitySystemManager.GetEntitySystem<MeleeWeaponSystem>();