Adds footstep sound variety, makes diving and clown suits have unique footstep sounds!

https://puu.sh/yQ8fs/61e12f15c6.webm
TODO: Get rid of the "damagesoundtype" system and replace it with simple "tag" checking to allow customizability from content pack side
Fix damagemodifier sounds never being played (I've never once heard LimbArmor play on anything but mantis)
This commit is contained in:
Alex Noir
2017-12-29 17:41:18 +03:00
parent ed98a6bc0b
commit 2cb0ee73be
31 changed files with 118 additions and 34 deletions
@@ -1,4 +1,5 @@
using FarseerPhysics;
using Barotrauma.Items.Components;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework;
@@ -20,7 +21,12 @@ namespace Barotrauma
if (impact > 3.0f && limb.HitSound != null && limb.SoundTimer <= 0.0f)
{
limb.SoundTimer = Limb.SoundInterval;
limb.HitSound.Play(volume, impact * 100.0f, limb.WorldPosition);
SoundPlayer.PlaySound(limb.HitSound, volume, impact * 100.0f, limb.WorldPosition);
foreach(WearableSprite wearable in limb.WearingItems)
{
if (limb.type == wearable.Limb && wearable.Sound != null)
SoundPlayer.PlaySound(wearable.Sound, volume, impact * 100.0f, limb.WorldPosition);
}
}
}
else if (body.UserData is Limb || body == Collider.FarseerBody)