ECS Atmos Part 4: Moves all atmos logic from TileAtmosphere to AtmosphereSystem. (#4295)
* Moves all atmos logic from TileAtmosphere to AtmosphereSystem. * Atmos uses grid anchoring to check for firelocks instead of grid tile lookups. * CVar for space wind sound * CVar for explosive depressurization
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@@ -243,12 +243,25 @@ namespace Content.Shared.CCVar
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public static readonly CVarDef<bool> SpaceWind =
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CVarDef.Create("atmos.space_wind", true, CVar.SERVERONLY);
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/// <summary>
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/// The sound that plays when space wind occurs.
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/// </summary>
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public static readonly CVarDef<string> SpaceWindSound =
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CVarDef.Create("atmos.space_wind_sound", "/Audio/Effects/space_wind.ogg", CVar.SERVERONLY);
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/// <summary>
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/// Whether monstermos tile equalization is enabled.
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/// </summary>
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public static readonly CVarDef<bool> MonstermosEqualization =
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CVarDef.Create("atmos.monstermos_equalization", true, CVar.SERVERONLY);
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/// <summary>
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/// Whether monstermos explosive depressurization is enabled.
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/// Needs <see cref="MonstermosEqualization"/> to be enabled to work.
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/// </summary>
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public static readonly CVarDef<bool> MonstermosDepressurization =
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CVarDef.Create<bool>("atmos.monstermos_depressurization", true, CVar.SERVERONLY);
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/// <summary>
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/// Whether atmos superconduction is enabled.
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/// </summary>
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