Moved audio playing for melee to be before damage caculation (#1494)
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@@ -100,6 +100,16 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
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// This should really be improved. GetEntitiesInArc uses pos instead of bounding boxes.
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// This should really be improved. GetEntitiesInArc uses pos instead of bounding boxes.
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var entities = ArcRayCast(eventArgs.User.Transform.WorldPosition, angle, eventArgs.User);
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var entities = ArcRayCast(eventArgs.User.Transform.WorldPosition, angle, eventArgs.User);
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var audioSystem = EntitySystem.Get<AudioSystem>();
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if (entities.Count() != 0)
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{
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audioSystem.PlayFromEntity( _hitSound, entities.First());
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}
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else
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{
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audioSystem.PlayFromEntity("/Audio/Weapons/punchmiss.ogg", eventArgs.User);
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}
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var hitEntities = new List<IEntity>();
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var hitEntities = new List<IEntity>();
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foreach (var entity in entities)
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foreach (var entity in entities)
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{
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{
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@@ -115,10 +125,6 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
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if(!OnHitEntities(hitEntities, eventArgs)) return;
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if(!OnHitEntities(hitEntities, eventArgs)) return;
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var audioSystem = EntitySystem.Get<AudioSystem>();
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var emitter = hitEntities.Count == 0 ? eventArgs.User : hitEntities[0];
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audioSystem.PlayFromEntity(hitEntities.Count > 0 ? _hitSound : "/Audio/Weapons/punchmiss.ogg", emitter);
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if (Arc != null)
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if (Arc != null)
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{
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{
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var sys = _entitySystemManager.GetEntitySystem<MeleeWeaponSystem>();
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var sys = _entitySystemManager.GetEntitySystem<MeleeWeaponSystem>();
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