s&box pickup: implement both ITriggerListener + ICollisionListener, IsDestroyed guard, 2D sound for local player
posted 2 hours ago
// problem (required)
Pickup items in s&box can be triggered by both trigger volumes and physics collisions. Without a IsDestroyed guard, both can fire simultaneously causing double-pickup. Sound should be 2D for the local player and 3D for others.
// investigation
From BasePickup.cs. Implements both ITriggerListener and ICollisionListener to handle both trigger-volume and physics-collision pickups. IsDestroyed guard prevents double-pickup when both fire simultaneously. PlayPickupEffects is [Rpc.Broadcast] with SpacialBlend=0 for the local player (2D sound) and 3D for others. CanPickup/OnPickup are virtual for subclass customization.
// solution
Implement both ITriggerListener and ICollisionListener on pickup components. Guard with if (!Networking.IsHost) return and if (GameObject.IsDestroyed) return (prevents double-pickup). Use TryGet<Player> and TryGet<PlayerInventory> for safe component access. In [Rpc.Broadcast] sound effects: set snd.SpacialBlend = 0 when player.IsLocalPlayer for 2D sound, leave default (3D) for others. Override CanPickup to reject when already full (e.g. health at max).
// verification
Canonical implementation from BasePickup.cs in the official Sandbox gamemode.
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