* fire spread fixes and optimization * fix liquid drops nefty and suffix * some sharedization * melee fire extinguish * clean up fireSpread system * caution popup * cuffable zombies * fix zombie AI * lighter * torch integration attempt * fix torch igniting * yml tweaks * bonus flammable damage
38 lines
1.3 KiB
C#
38 lines
1.3 KiB
C#
using Content.Server._CP14.Temperature;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Shared._CP14.Temperature;
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using Content.Shared.Audio;
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using Content.Shared.Mobs;
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using Content.Shared.Power;
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namespace Content.Server.Audio;
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public sealed class AmbientSoundSystem : SharedAmbientSoundSystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<AmbientOnPoweredComponent, PowerChangedEvent>(HandlePowerChange);
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SubscribeLocalEvent<AmbientOnPoweredComponent, PowerNetBatterySupplyEvent>(HandlePowerSupply);
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SubscribeLocalEvent<CP14FlammableAmbientSoundComponent, OnFireChangedEvent>(OnFireChanged); //CrystallEdge bonfire moment
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}
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private void HandlePowerSupply(EntityUid uid, AmbientOnPoweredComponent component, ref PowerNetBatterySupplyEvent args)
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{
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SetAmbience(uid, args.Supply);
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}
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private void HandlePowerChange(EntityUid uid, AmbientOnPoweredComponent component, ref PowerChangedEvent args)
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{
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SetAmbience(uid, args.Powered);
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}
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//CrystallEdge bonfire moment
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private void OnFireChanged(Entity<CP14FlammableAmbientSoundComponent> ent, ref OnFireChangedEvent args)
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{
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SetAmbience(ent, args.OnFire);
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}
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//CrystallEdge bonfire moment end
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}
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