Reorders Sound Systems signatures to match Popup Systems. (#8728)
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@@ -130,7 +130,7 @@ public sealed class MoppingSystem : EntitySystem
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TryTransfer(used, target, "absorbed", puddle.SolutionName, transferAmount); // Complete the transfer right away, with no doAfter.
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sfx = component.TransferSound;
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SoundSystem.Play(Filter.Pvs(user), sfx.GetSound(), used); // Give instant feedback for diluting puddle, so that it's clear that the player is adding to the puddle (as opposed to other behaviours, which have a doAfter).
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SoundSystem.Play(sfx.GetSound(), Filter.Pvs(user), used); // Give instant feedback for diluting puddle, so that it's clear that the player is adding to the puddle (as opposed to other behaviours, which have a doAfter).
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msg = "mopping-system-puddle-diluted";
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user.PopupMessage(user, Loc.GetString(msg)); // play message now because we are aborting.
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@@ -307,7 +307,7 @@ public sealed class MoppingSystem : EntitySystem
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private void OnTransferComplete(TransferCompleteEvent ev)
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{
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SoundSystem.Play(Filter.Pvs(ev.User), ev.Sound.GetSound(), ev.Tool); // Play the After SFX
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SoundSystem.Play(ev.Sound.GetSound(), Filter.Pvs(ev.User), ev.Tool); // Play the After SFX
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ev.User.PopupMessage(ev.User, Loc.GetString(ev.Message, ("target", ev.Target), ("used", ev.Tool))); // Play the After popup message
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@@ -164,8 +164,8 @@ namespace Content.Server.Fluids.EntitySystems
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return true;
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}
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SoundSystem.Play(Filter.Pvs(puddleComponent.Owner), puddleComponent.SpillSound.GetSound(),
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puddleComponent.Owner);
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SoundSystem.Play(puddleComponent.SpillSound.GetSound(),
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Filter.Pvs(puddleComponent.Owner), puddleComponent.Owner);
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return true;
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}
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@@ -113,7 +113,7 @@ public sealed class SpraySystem : EntitySystem
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body.ApplyLinearImpulse(-impulseDirection * component.Impulse);
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}
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SoundSystem.Play(Filter.Pvs(uid), component.SpraySound.GetSound(), uid, AudioHelpers.WithVariation(0.125f));
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SoundSystem.Play(component.SpraySound.GetSound(), Filter.Pvs(uid), uid, AudioHelpers.WithVariation(0.125f));
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RaiseLocalEvent(uid,
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new RefreshItemCooldownEvent(curTime, curTime + TimeSpan.FromSeconds(component.CooldownTime)));
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