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
@@ -384,7 +384,7 @@ namespace Barotrauma.Items.Components
if (Math.Sign(diff) != dir)
{
#if CLIENT
SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, 1.0f, body);
SoundPlayer.PlayDamageSound("LimbBlunt", 1.0f, body);
#endif
if (isHorizontal)
@@ -215,6 +215,7 @@ namespace Barotrauma.Items.Components
{
Character targetCharacter = null;
Limb targetLimb = null;
Structure targetStructure = null;
if (f2.Body.UserData is Limb)
{
@@ -224,8 +225,12 @@ namespace Barotrauma.Items.Components
}
else if (f2.Body.UserData is Character)
{
targetCharacter = (Character)f2.Body.UserData;
targetLimb = targetCharacter.AnimController.GetLimb(LimbType.Torso); //Otherwise armor can be bypassed in strange ways
}
else if (f2.Body.UserData is Structure)
{
targetStructure = (Structure)f2.Body.UserData;
}
else
{
@@ -236,14 +241,22 @@ namespace Barotrauma.Items.Components
if (attack != null)
{
if (targetLimb == null)
if (targetLimb != null)
{
attack.DoDamageToLimb(user, targetLimb, item.WorldPosition, 1.0f);
}
else
else if (targetCharacter != null)
{
attack.DoDamage(user, targetCharacter, item.WorldPosition, 1.0f);
}
else if (targetStructure != null)
{
attack.DoDamage(user, targetStructure, item.WorldPosition, 1.0f);
}
else
{
return false;
}
}
RestoreCollision();
@@ -251,7 +264,7 @@ namespace Barotrauma.Items.Components
if (GameMain.Client != null) return true;
if (GameMain.Server != null)
if (GameMain.Server != null && targetCharacter != null) //TODO: Log structure hits
{
GameMain.Server.CreateEntityEvent(item, new object[] { Networking.NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnUse, targetCharacter.ID });
@@ -263,8 +276,9 @@ namespace Barotrauma.Items.Components
logStr += " on " + targetCharacter.LogName + ".";
Networking.GameServer.Log(logStr, Networking.ServerLog.MessageType.Attack);
}
ApplyStatusEffects(ActionType.OnUse, 1.0f, targetLimb.character);
if (targetCharacter != null) //TODO: Allow OnUse to happen on structures too maybe??
ApplyStatusEffects(ActionType.OnUse, 1.0f, targetCharacter != null ? targetCharacter : null);
return true;
}