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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