The proc that calculates the force of a fish now takes metalgen into consideration. (#86159)

## About The Pull Request
This is more of a nit than anything. The game is so full of different
features, preventing each and every single mechanic from getting in the
way of something is a sisyphean task, yet we try, so one must imagine a
contributor happy.

## Why It's Good For The Game
Consistency.

## Changelog
It's nothing note-worthy.
This commit is contained in:
Ghom
2024-09-05 17:14:44 +02:00
committed by GitHub
parent ad36b54ffb
commit 5d67d64534
+9
View File
@@ -317,6 +317,15 @@
SEND_SIGNAL(src, COMSIG_FISH_FORCE_UPDATED, weight_rank, bonus_malus)
if(material_flags & MATERIAL_EFFECTS) //struck by metal gen or something.
for(var/current_material in custom_materials)
var/datum/material/material = GET_MATERIAL_REF(current_material)
force *= material.strength_modifier
throwforce *= material.strength_modifier
if(material.item_sound_override)
hitsound = material.item_sound_override
if(force >=15 && hitsound == SFX_DEFAULT_FISH_SLAP) // don't override special attack sounds
hitsound = SFX_ALT_FISH_SLAP // do more damage - do heavier slap sound