From 327d8fbd40b3ba7100d39c1f4e1ff2be64536a47 Mon Sep 17 00:00:00 2001 From: nero1024 Date: Sun, 24 Feb 2019 20:00:40 -0600 Subject: [PATCH] fix footstep sounds from being played while buckled (#42788) Fixes the crawling sound from being played from moving buckled/mounted mobs. ## Why It's Good For The Game Apparently I didn't catch the crawling sounds being played from buckled mobs that are moving. Examples include the Janitor on their pimpin' ride or some assistant piggy-backing off of a cyborg. --- code/datums/components/footstep.dm | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/code/datums/components/footstep.dm b/code/datums/components/footstep.dm index d9b9bb0ab12..35b7d5ecd5c 100644 --- a/code/datums/components/footstep.dm +++ b/code/datums/components/footstep.dm @@ -19,9 +19,8 @@ var/v = volume var/e = e_range if(!T.footstep || LM.buckled || LM.lying || !CHECK_MULTIPLE_BITFIELDS(LM.mobility_flags, MOBILITY_STAND | MOBILITY_MOVE) || LM.throwing || LM.movement_type & (VENTCRAWLING | FLYING)) - if (!T.footstep || LM.movement_type & (VENTCRAWLING | FLYING)) //don't play sounds if flying etc. - return - playsound(T, 'sound/effects/footstep/crawl1.ogg', 15 * v) //play crawling sound + if (LM.lying && !(!T.footstep || LM.movement_type & (VENTCRAWLING | FLYING))) //play crawling sound if we're lying + playsound(T, 'sound/effects/footstep/crawl1.ogg', 15 * v) return if(iscarbon(LM))