Guillotine fix (#71542)

## About The Pull Request
fixes this

![изображение](https://user-images.githubusercontent.com/53361823/204081845-0adcbd55-2695-4494-8143-2faaf0e7b137.png)
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
/🆑
This commit is contained in:
Striders13
2022-11-29 21:22:54 +01:00
committed by GitHub
parent 48498ae501
commit 9b07324d25
+3 -1
View File
@@ -33,6 +33,7 @@
buckle_prevents_pull = TRUE
layer = ABOVE_MOB_LAYER
plane = GAME_PLANE_UPPER
var/drop_sound = 'sound/weapons/guillotine.ogg'
var/blade_status = GUILLOTINE_BLADE_RAISED
var/blade_sharpness = GUILLOTINE_BLADE_MAX_SHARP // How sharp the blade is
var/kill_count = 0
@@ -132,7 +133,7 @@
if (QDELETED(head))
return
playsound(src, 'sound/weapons/guillotine.ogg', 100, TRUE)
playsound(src, drop_sound, 100, TRUE)
if (blade_sharpness >= GUILLOTINE_DECAP_MIN_SHARP || head.brute_dam >= 100)
head.dismember()
log_combat(user, H, "beheaded", src)
@@ -227,6 +228,7 @@
if (istype(S))
H.cut_overlays()
H.update_body_parts_head_only()
H.remove_overlay(BODY_ADJ_LAYER)
H.pixel_y += -GUILLOTINE_HEAD_OFFSET // Offset their body so it looks like they're in the guillotine
H.layer += GUILLOTINE_LAYER_DIFF
else