Port over the Fix for the activation audio bug (#5648)
Fixed the two-handed activated sound bug. (#38070) * Fixed the two-handed activated sound bug. * Tightened up yml. * Yaml changes were not necessary. --------- Co-authored-by: RedBookcase <crazykid1590@gmail.com> Co-authored-by: RedBookcase <Usualmoves@gmail.com> Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
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@ -9,6 +9,7 @@ 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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@ -23,6 +24,7 @@ public sealed class ItemToggleSystem : EntitySystem
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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private EntityQuery<ItemToggleComponent> _query;
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@ -315,8 +317,7 @@ public sealed class ItemToggleSystem : EntitySystem
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/// </summary>
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private void TurnOnOnWielded(Entity<ItemToggleComponent> ent, ref ItemWieldedEvent args)
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{
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// FIXME: for some reason both client and server play sound
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TryActivate((ent, ent.Comp));
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TryActivate((ent, ent.Comp), args.User);
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}
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public bool IsActivated(Entity<ItemToggleComponent?> ent)
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@ -340,6 +341,9 @@ public sealed class ItemToggleSystem : EntitySystem
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/// </summary>
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private void UpdateActiveSound(Entity<ItemToggleActiveSoundComponent> ent, ref ItemToggledEvent args)
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{
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if (!_gameTiming.IsFirstTimePredicted)
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return;
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var (uid, comp) = ent;
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if (!args.Activated)
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{
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