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* Revenants no longer make noise walking into gibs (#81420) ## About The Pull Request Turns the hardcoded sound that plays when you walk into some gibs into an Element and adds a check for flying to avoid playing the sound, fixing Revenants, Holoparasites, and other mobs that fly from making noise when "walking" into a pool of blood. ## Why It's Good For The Game I was observing a revenant and heard them making noise from walking over blood, thought it was kinda f*cked up ## Changelog 🆑 fix: Revenants (and other flying mobs) will not make noise when walking into pools of gibs, /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Revenants no longer make noise walking into gibs --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
28 lines
927 B
Plaintext
28 lines
927 B
Plaintext
///Plays a sound when walked into, lower sounding if the person walking into it has light stepping.
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/datum/element/squish_sound
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element_flags = ELEMENT_BESPOKE
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argument_hash_start_idx = 2
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///The sound to play when something holding this element is entered.
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var/sound_to_play
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/datum/element/squish_sound/Attach(
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datum/target,
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sound = 'sound/effects/footstep/gib_step.ogg',
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)
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. = ..()
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sound_to_play = sound
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RegisterSignal(target, COMSIG_MOVABLE_CROSS, PROC_REF(on_cross))
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///Plays the set sound upon being entered, as long as the person walking into it can actually walk.
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/datum/element/squish_sound/proc/on_cross(atom/movable/source, atom/movable/crossed)
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SIGNAL_HANDLER
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if(!isliving(crossed) || (crossed.movement_type & MOVETYPES_NOT_TOUCHING_GROUND) || crossed.throwing)
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return
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playsound(
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source = source,
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soundin = sound_to_play,
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vol = HAS_TRAIT(crossed, TRAIT_LIGHT_STEP) ? 20 : 50,
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vary = TRUE,
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)
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