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Add wings sounds.
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@@ -778,6 +778,8 @@
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C.flying = !C.flying
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update_floating()
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to_chat(C, "<span class='notice'>You have [C.flying?"started":"stopped"] flying.</span>")
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visible_message("<span class='notice'>[C] [C.flying?"started":"stopped"] flying!</span>")
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playsound(usr.loc, 'sound/effects/wing2.ogg', 60, 1)
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//Proc to stop inertial_drift. Exchange nutrition in order to stop gliding around.
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/mob/living/proc/start_wings_hovering()
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@@ -62,6 +62,7 @@
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H.audible_message("<span class='notice'>[H] begins to flap \his wings, preparing to move upwards!</span>")
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if(do_after(H, fly_time) && H.flying)
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to_chat(src, "<span class='notice'>You fly upwards.</span>")
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playsound(src, 'sound/effects/wing2.ogg', 30, 1)
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else
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to_chat(src, "<span class='warning'>You stopped flying upwards.</span>")
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return 0
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@@ -189,10 +190,11 @@
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if(H.flying) //Some other checks are done in the wings_toggle proc
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if(H.nutrition > 2)
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H.nutrition -= 1 //You use up 1 nutrition per TILE and tick of flying above open spaces.
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playsound(H.loc, 'sound/effects/wing1.ogg', 25, 1)
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if(H.incapacitated(INCAPACITATION_ALL))
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H.stop_flying()
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//Just here to see if the person is KO'd, stunned, etc. If so, it'll move onto can_fall.
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else if (H.nutrition > 1000) //Eat too much while flying? Get fat and fall.
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else if (H.nutrition > 2000) //Eat too much while flying? Get fat and fall.
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to_chat(H, "<span class='danger'>You're too heavy! Your wings give out and you plummit to the ground!</span>")
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H.stop_flying() //womp womp.
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else if(H.nutrition < 300 && H.nutrition > 289) //290 would be risky, as metabolism could mess it up. Let's do 289.
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@@ -12,6 +12,7 @@
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return 1
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var/mob/M = mover //Chomp edit
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if(istype(M) && M.flying)
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playsound(M, 'sound/effects/wing1.ogg', 20, 1)
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return 1
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if(locate(/obj/structure/table/bench) in get_turf(mover))
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return 0
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