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* Sign language Fixes & Spellcasting, just for fun (#74768) Fixes #72165 First PR, first-time coder, this might be a doozy but _hopefully_ everything is fine. ## About The Pull Request This fixes signers being able to speak with sign language while cuffed or emotemute, bringing the feature back to how it was initially intended. This also fixes signers only being able to sign spells based on their ability to speak. Before this PR, signers could cast spells with sign language, but it was dependent on their ability to speak with their mouth, allowing them to sign spells even if they would not be able to. Instead, it has been changed to work so that one can sign spells only when both of their hands are completely empty. ## Why It's Good For The Game First of all, signers should probably not be able to speak when cuffed or emotemute, I'm not sure when this broke but somewhere along the lines it did and this is simply bringing it back to how it was supposed to be. Second of all, spells were created long before sign langauge (I believe, don't quote me on that), but sign language is just another language and still can communicate the same. Furthermore, signing spells instead of speaking them is overall more difficult to work with given the fact that it won't work if you are holding items, restrained, have a limb disabled or amputated, or are emotemuted. The one benefit that sign language provides is being able to sign when otherwise mute, but this only really applies in select cases. I feel the downsides definitely outweigh the upsides in this case, and it will be more of a gimmick so that mute players can still play antags like heretic. * Sign language Fixes & Spellcasting, just for fun --------- Co-authored-by: Sylvette <96358436+SylvetteSylph@users.noreply.github.com>
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