using Robust.Shared.Utility;
using System.Diagnostics.CodeAnalysis;
using Content.Shared.Mobs.Systems;
-using Content.Shared.Mech.Components;
-using Content.Shared.Parallax.Biomes;
-using Robust.Shared.Map.Components;
-using Robust.Shared.Noise;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
private const float StepSoundMoveDistanceWalking = 1.5f;
private const float FootstepVariation = 0f;
- private const float FootstepVolume = 3f;
- private const float FootstepWalkingAddedVolumeMultiplier = 0f;
protected ISawmill Sawmill = default!;
EntityQuery<SharedPullableComponent> pullableQuery,
EntityQuery<MovementSpeedModifierComponent> modifierQuery)
{
- bool canMove = mover.CanMove;
+ var canMove = mover.CanMove;
if (relayTargetQuery.TryGetComponent(uid, out var relayTarget) && relayTarget.Entities.Count > 0)
{
DebugTools.Assert(relayTarget.Entities.Count <= 1, "Multiple relayed movers are not supported at the moment");
- bool found = false;
+ var found = false;
foreach (var ent in relayTarget.Entities)
{
if (_mobState.IsIncapacitated(ent) || !moverQuery.TryGetComponent(ent, out var relayedMover))
if (!weightless && mobMoverQuery.TryGetComponent(uid, out var mobMover) &&
TryGetSound(weightless, uid, mover, mobMover, xform, out var sound))
{
- var soundModifier = mover.Sprinting ? 1.0f : FootstepWalkingAddedVolumeMultiplier;
+ var soundModifier = mover.Sprinting ? 1.5f : 1f;
var audioParams = sound.Params
- .WithVolume(FootstepVolume * soundModifier)
+ .WithVolume(sound.Params.Volume * soundModifier)
.WithVariation(sound.Params.Variation ?? FootstepVariation);
// If we're a relay target then predict the sound for all relays.
foreach (var otherCollider in broadPhaseSystem.GetCollidingEntities(transform.MapID, enlargedAABB))
{
- if (otherCollider == collider) continue; // Don't try to push off of yourself!
+ if (otherCollider == collider)
+ continue; // Don't try to push off of yourself!
// Only allow pushing off of anchored things that have collision.
if (otherCollider.BodyType != BodyType.Static ||