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Guillotine fix (#71542)
## About The Pull Request fixes this  also apparently whatever I'm doing to the sound is called "dehardcoding" ## Why It's Good For The Game ## Changelog 🆑 fix: fixed lizard markings incorrectly displaying when strapped to a guillotine code: guillotine's blade drop sound is now a variable /🆑
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@@ -33,6 +33,7 @@
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buckle_prevents_pull = TRUE
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layer = ABOVE_MOB_LAYER
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plane = GAME_PLANE_UPPER
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var/drop_sound = 'sound/weapons/guillotine.ogg'
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var/blade_status = GUILLOTINE_BLADE_RAISED
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var/blade_sharpness = GUILLOTINE_BLADE_MAX_SHARP // How sharp the blade is
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var/kill_count = 0
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@@ -132,7 +133,7 @@
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if (QDELETED(head))
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return
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playsound(src, 'sound/weapons/guillotine.ogg', 100, TRUE)
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playsound(src, drop_sound, 100, TRUE)
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if (blade_sharpness >= GUILLOTINE_DECAP_MIN_SHARP || head.brute_dam >= 100)
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head.dismember()
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log_combat(user, H, "beheaded", src)
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@@ -227,6 +228,7 @@
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if (istype(S))
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H.cut_overlays()
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H.update_body_parts_head_only()
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H.remove_overlay(BODY_ADJ_LAYER)
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H.pixel_y += -GUILLOTINE_HEAD_OFFSET // Offset their body so it looks like they're in the guillotine
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H.layer += GUILLOTINE_LAYER_DIFF
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else
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