Fixes & more (#548)

* - fix: Narsie not spawning, items not dropping on paralyze, cult tweaks.

* - fix: Diagonal grilles layer.

* - add: Cockroaches don't drop organs.

* - add: Magic hands now work on interact & disable context menu interaction.

* - fix: Shackles speech after doafter.

* - tweak: Reduce flashbang knockdown, check for CanLieDown.

* - tweak: Hspear limit.

* - tweak: Remove knockdown tile friction.

* - tweak: Engi belt in sus box.

* - fix: Constructs can hear cult chat.

* - fix: Desword audio.

* - fix: Context menu.

* - fix: Actually drop items on paralyze.

* - tweak: Revert range reduction.

* - add: Update thermal visibility.

* - add: NPCs can miss.

* - tweak: Update desc.

* - fix: Actually fix desword audio.

* - tweak: Secret weights & game presets.

* - fix: Cult stun.
This commit is contained in:
Aviu00
2024-08-03 15:23:46 +00:00
committed by GitHub
parent 7f7cb34c0c
commit d4525a91e6
33 changed files with 152 additions and 125 deletions

View File

@@ -7,7 +7,6 @@ using Content.Shared.Wieldable;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Network;
using Robust.Shared.Timing;
namespace Content.Shared.Item.ItemToggle;
/// <summary>
@@ -23,7 +22,6 @@ public abstract class SharedItemToggleSystem : EntitySystem
[Dependency] private readonly SharedPointLightSystem _light = default!;
[Dependency] private readonly INetManager _netManager = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly IGameTiming _timing = default!;
public override void Initialize()
{
@@ -242,17 +240,14 @@ public abstract class SharedItemToggleSystem : EntitySystem
/// </summary>
private void UpdateActiveSound(EntityUid uid, ItemToggleActiveSoundComponent activeSound, ref ItemToggledEvent args)
{
if (!_timing.IsFirstTimePredicted) // WD
if (_netManager.IsClient) // WD EDIT, FUCK THIS (desword sound broken)
return;
if (args.Activated)
{
if (activeSound.ActiveSound != null && activeSound.PlayingStream == null)
{
if (args.Predicted)
activeSound.PlayingStream = _audio.PlayPredicted(activeSound.ActiveSound, uid, args.User, AudioParams.Default.WithLoop(true)).Value.Entity;
else
activeSound.PlayingStream = _audio.PlayPvs(activeSound.ActiveSound, uid, AudioParams.Default.WithLoop(true)).Value.Entity;
activeSound.PlayingStream = _audio.PlayPvs(activeSound.ActiveSound, uid, AudioParams.Default.WithLoop(true)) .Value.Entity;
}
}
else