Files

40 lines
1.2 KiB
Plaintext

/mob/living/Initialize(mapload)
. = ..()
deaf_loop = new(list(src), FALSE)
firesoundloop = new(list(src), FALSE)
// stunnedloop = new(list(src), FALSE)
if(firesoundloop) // Partly safety, partly so we can have different probs for randomization
if(prob(40)) // Randomize our end_sound. Can't really do this easily in looping_sound without some work
if(prob(30))
firesoundloop.end_sound = 'sound/effects/mob_effects/on_fire/fire_extinguish2.ogg'
else if(prob(20))
firesoundloop.end_sound = 'sound/effects/mob_effects/on_fire/fire_extinguish3.ogg'
else
firesoundloop.end_sound = 'sound/effects/mob_effects/on_fire/fire_extinguish4.ogg'
/mob/living/Destroy()
. = ..()
QDEL_NULL(deaf_loop)
QDEL_NULL(firesoundloop)
// QDEL_NULL(stunnedloop)
/*
Maybe later, gotta figure out a way to click yourself when in a locker etc.
/mob/living/proc/click_self()
set name = "Click Self"
set desc = "Clicks yourself. Useful when you can't see yourself."
set category = "IC.Game"
ClickOn(src)
/mob/living/Initialize(mapload)
. = ..()
add_verb(src,/mob/living/proc/click_self) //CHOMPEdit TGPanel
*/
/mob/living/proc/handle_vorefootstep(m_intent, turf/T) // Moved from living_ch.dm
return FALSE