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