Fixes Explosions runtiming

Explosions will no longer try to play the deaf_loop on ghosts and then cause a runtime.
This commit is contained in:
Rykka Stormheart
2023-03-10 03:47:03 -08:00
parent f09fd02e6e
commit 89b05ca18b

View File

@@ -38,8 +38,8 @@
// If inside the blast radius + world.view - 2
if(dist <= round(max_range + world.view - 2, 1))
M.playsound_local(epicenter, get_sfx("explosion"), 100, 1, frequency, falloff = 5) // get_sfx() is so that everyone gets the same sound
var/mob/living/mL = M // CHOMPStation Add: Ear Ringing/Deafness
mL.deaf_loop.start() // CHOMPStation Add: Ear Ringing/Deafness
if(isliving(M))
M.deaf_loop.start() // CHOMPStation Add: Ear Ringing/Deafness
else if(dist <= far_dist)
var/far_volume = CLAMP(far_dist, 30, 50) // Volume is based on explosion size and dist
far_volume += (dist <= far_dist * 0.5 ? 50 : 0) // add 50 volume if the mob is pretty close to the explosion