Add supercritical sounds for ALL anomalies (#36425)
* add supercritical sounds for flesh anomaly and shadow anomaly * fix attribution yml * use sound collections, add TWO -- count em TWO tech anomaly supercrit sounds. * add sound for present anomaly * wrong soundcollection for flesh * actually add the present anomaly sound... * add fire anom sound * add gravity anomaly supercritical sound * add electric anomaly supercritical sound * add bluespace anomaly supercritical and explosion sound * add ice anomaly supercritical sound * add fluid anomaly supercritical sound * fix busted link * typo * add floral supercritical sound, fix typos * Add supercritical sounds to injected anomalies * add rock anomaly supercritical sound * supercritical sound follows the entity, important for injected anomalies * make the rock crit rumble a little less subtle at the start * use CC0 freesound alternatives where available * New pyro anomaly sound by GonTar * New sounds by GonTar. Change AnomalyComponent so that you can change the length of supercritical properly in the prototype. * oopsie, forgot the traps * use TimeSpan for duration
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@@ -135,10 +135,10 @@ public abstract class SharedAnomalySystem : EntitySystem
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if (_net.IsServer)
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Log.Info($"Anomaly is going supercritical. Entity: {ToPrettyString(ent.Owner)}");
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Audio.PlayPvs(ent.Comp.SupercriticalSoundAtAnimationStart, Transform(ent).Coordinates);
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Audio.PlayPvs(ent.Comp.SupercriticalSoundAtAnimationStart, ent);
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var super = AddComp<AnomalySupercriticalComponent>(ent);
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super.EndTime = Timing.CurTime + super.SupercriticalDuration;
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super.EndTime = Timing.CurTime + ent.Comp.SupercriticalDuration;
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Appearance.SetData(ent, AnomalyVisuals.Supercritical, true);
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Dirty(ent, super);
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}
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