Removed DamageSoundType and replaced it with a string "tag" instead to allow mod creators to create custom damage sounds

Fixed damagemodifier sounds being completely ignored due to a variable misname
Added structure damage possibility for melee weapons so you can break down windows with a crowbar in spectacular fashion (it's clearly a very inferior method to plasma cutters though)
Clown hitsounds are in now which is awesome. Beat up some clowns!
This commit is contained in:
Alex Noir
2017-12-30 13:46:59 +03:00
parent 2cb0ee73be
commit 32a2b38112
11 changed files with 39 additions and 34 deletions
@@ -1000,7 +1000,7 @@ namespace Barotrauma
{
target.AddDamage(CauseOfDeath.Bloodloss, 1.0f, character);
#if CLIENT
SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, 25.0f, targetTorso.body);
SoundPlayer.PlayDamageSound("LimbBlunt", 25.0f, targetTorso.body);
for (int i = 0; i < 4; i++)
{
@@ -49,8 +49,8 @@ namespace Barotrauma
#if CLIENT
[Serialize(DamageSoundType.None, false)]
public DamageSoundType DamageSoundType
[Serialize("", false)]
public string DamageSound
{
get;
private set;
@@ -372,13 +372,13 @@ namespace Barotrauma
#if CLIENT
if (playSound)
{
DamageSoundType damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.LimbBlunt : DamageSoundType.LimbSlash;
string damageSoundType = (damageType == DamageType.Blunt) ? "LimbBlunt" : "LimbSlash";
foreach (DamageModifier damageModifier in appliedDamageModifiers)
{
if (damageModifier.DamageSoundType != DamageSoundType.None)
if (!string.IsNullOrWhiteSpace(damageModifier.DamageSound))
{
damageSoundType = damageModifier.DamageSoundType;
damageSoundType = damageModifier.DamageSound;
break;
}
}