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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>
26 lines
825 B
Markdown
26 lines
825 B
Markdown
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# Template file for your new element
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See _element.dm for detailed explanations
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```dm
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/datum/element/myelement
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element_flags = ELEMENT_BESPOKE | ELEMENT_COMPLEX_DETACH | ELEMENT_DETACH_ON_HOST_DESTROY | ELEMENT_NOTAREALFLAG // code/__DEFINES/dcs/flags.dm
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//argument_hash_start_idx = 2 // Use with ELEMENT_BESPOKE
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var/list/myvar = list()
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/datum/element/myelement/Attach(datum/target)
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if(!ismovable(target))
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return COMPONENT_INCOMPATIBLE
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RegisterSignal(target, COMSIG_MOVABLE_MOVED, myproc)
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to_chat(target, "Hey, you're in your element.")
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/datum/element/myelement/Detach(datum/source)
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UnregisterSignal(source, COMSIG_MOVABLE_MOVED)
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to_chat(source, "You feel way out of your element.")
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/datum/element/myelement/proc/myproc(datum/source)
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SIGNAL_HANDLER
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playsound(source, 'sound/effects/gong.ogg', 50, TRUE)
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```
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