Added pricegun sound (#34119)

added pricegun sound

Co-authored-by: dylanhunter <dylan2.whittingham@live.uwe.ac.uk>
This commit is contained in:
Dylan Hunter Whittingham
2025-01-02 16:46:13 +00:00
committed by GitHub
parent 1a5be80d04
commit 39ee853801
6 changed files with 29 additions and 10 deletions

View File

@@ -1,7 +1,9 @@
using Content.Server.Popups;
using Content.Shared.Cargo.Components;
using Content.Shared.IdentityManagement;
using Content.Shared.Timing;
using Content.Shared.Cargo.Systems;
using Robust.Shared.Audio.Systems;
namespace Content.Server.Cargo.Systems;
@@ -11,12 +13,12 @@ public sealed class PriceGunSystem : SharedPriceGunSystem
[Dependency] private readonly PricingSystem _pricingSystem = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly CargoSystem _bountySystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
protected override bool GetPriceOrBounty(EntityUid priceGunUid, EntityUid target, EntityUid user)
protected override bool GetPriceOrBounty(Entity<PriceGunComponent> entity, EntityUid target, EntityUid user)
{
if (!TryComp(priceGunUid, out UseDelayComponent? useDelay) || _useDelay.IsDelayed((priceGunUid, useDelay)))
if (!TryComp(entity.Owner, out UseDelayComponent? useDelay) || _useDelay.IsDelayed((entity.Owner, useDelay)))
return false;
// Check if we're scanning a bounty crate
if (_bountySystem.IsBountyComplete(target, out _))
{
@@ -25,10 +27,15 @@ public sealed class PriceGunSystem : SharedPriceGunSystem
else // Otherwise appraise the price
{
var price = _pricingSystem.GetPrice(target);
_popupSystem.PopupEntity(Loc.GetString("price-gun-pricing-result", ("object", Identity.Entity(target, EntityManager)), ("price", $"{price:F2}")), user, user);
_popupSystem.PopupEntity(Loc.GetString("price-gun-pricing-result",
("object", Identity.Entity(target, EntityManager)),
("price", $"{price:F2}")),
user,
user);
}
_useDelay.TryResetDelay((priceGunUid, useDelay));
_audio.PlayPvs(entity.Comp.AppraisalSound, entity.Owner);
_useDelay.TryResetDelay((entity.Owner, useDelay));
return true;
}
}