mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-12 09:54:03 +00:00
Weapons that do no damage play a tap sound, except for the bike horn and banhammer. Adds a different attack message for forceless attacks. It says tapped or patted on instead of attacked in. Adds force zero check to armour before attempting to block attacks. Adds hitsounds to the welder, lighter, matches, cigarettes, energy sword and energy axe for when they're on and off. Adds 5 force to the lighter when it's lit. Same as when you accidentally burn yourself lighting it. Adds a hitsound and the correct damage type to the lighter. Adds hitsound volume scaling based on the weapon's force and its weight class. Adds tap sound scaling based on a weapon's weight class. Removes boldness from item attack messages on non-human mobs. The attack is still bolded for the player controlling the mob. Adds a force check to blood spurts when attacking non-human mobs. If the weapon doesn't have a force, no blood will come out. Adds adminhelp.ogg as the banhammer's hitsound with Cheridan's permission. Adds a much needed period to the catatonic human examine message. Makes the activation and deactivation sounds of toy swords, energy swords and energy shields quieter. What an earsore. Makes description, item_state and name of matches that have burned out on their own consistent with those put out by the player. Changes match, cigarette and lighter attack verbs and forces based on whether they're lit or not. Fixes a bug that allowed players to light cigarettes with burnt matches. Names lit cigarettes and children of cigarettes lit [name]. Fixes a bug with the energy blade that kept it at weight class 5 after it was deactivated. Changes the welder out of fuel message slightly to be less fragmented. Removes dead air from most of the weapon sound effects used in this pull to make them more responsive. In other words, the fire extinguisher sound will play a lot sooner after you click than before. Equalised their peak volumes to all be -0.1dB and in an attempt to make altering volumes based on force more consistent. Thank you @YotaXP for help with the item_attack.dm attack messages. Thank you @optimumtact for help with code for testing item_attack volumes. Thank you @Giacom for help with the code for scaling hitsound and tap sound volume by hitforce. Thank you @Tastyfish for telling me why my proc wasn't working. Thank you to anyone else on #coderbus who helped me who I've forgotten to mention.
16 lines
302 B
Plaintext
16 lines
302 B
Plaintext
/obj/item/weapon/
|
|
name = "weapon"
|
|
icon = 'icons/obj/weapons.dmi'
|
|
|
|
/obj/item/weapon/New()
|
|
..()
|
|
if(!hitsound)
|
|
if(damtype == "fire")
|
|
hitsound = 'sound/items/welder.ogg'
|
|
if(damtype == "brute")
|
|
hitsound = "swing_hit"
|
|
|
|
/obj/item/weapon/Bump(mob/M as mob)
|
|
spawn(0)
|
|
..()
|
|
return |