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Add wings sounds.
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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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