using Content.Shared._Starlight.Combat.Effects.EntitySystems; using Content.Shared._Starlight.Combat.Effects.Components; using Robust.Shared.Audio; using Robust.Shared.Audio.Systems; using Robust.Shared.Map; namespace Content.Server._Starlight.Combat.Effects.EntitySystems; /// /// Server-side implementation of the armor spark effect system. /// public sealed class ArmorSparkEffectSystem : SharedArmorSparkEffectSystem { [Dependency] private readonly SharedAudioSystem _audio = default!; protected override void SpawnSparkEffectAt(EntityCoordinates coordinates, string effectPrototype) { // Spawn the spark effect entity at the specified coordinates Spawn(effectPrototype, coordinates); } protected override void PlayRicochetSound(EntityCoordinates coordinates, string soundCollection) { // Play the ricochet sound at the specified coordinates var soundSpec = new SoundCollectionSpecifier(soundCollection); _audio.PlayPvs(soundSpec, coordinates); } }