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The sound of shells dropping from a gun is no longer louder than the gunitself. Reloading modified (#22800)
* please have mercy * actually you probably hear bigger guns reload maybe. * extra true, removes mag sound if silenced * Update code/modules/projectiles/guns/projectile_gun.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> --------- Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
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@@ -56,7 +56,7 @@
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if(eject_casing && !QDELETED(ammo_chambered))
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if(eject_casing && !QDELETED(ammo_chambered))
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ammo_chambered.forceMove(get_turf(src)) //Eject casing onto ground.
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ammo_chambered.forceMove(get_turf(src)) //Eject casing onto ground.
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ammo_chambered.SpinAnimation(10, 1) //next gen special effects
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ammo_chambered.SpinAnimation(10, 1) //next gen special effects
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playsound(src, chambered.casing_drop_sound, 100, 1)
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playsound(src, chambered.casing_drop_sound, 60, TRUE, ignore_walls = FALSE, extrarange = SILENCED_SOUND_EXTRARANGE, falloff_distance = 0)
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if(empty_chamber)
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if(empty_chamber)
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chambered = null
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chambered = null
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chamber_round()
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chamber_round()
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@@ -82,7 +82,10 @@
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user.remove_from_mob(AM)
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user.remove_from_mob(AM)
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magazine = AM
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magazine = AM
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magazine.forceMove(src)
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magazine.forceMove(src)
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playsound(src, magin_sound, 50, 1)
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if(w_class >= WEIGHT_CLASS_NORMAL && !suppressed)
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playsound(src, magin_sound, 50, TRUE)
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else
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playsound(src, magin_sound, 50, TRUE, ignore_walls = FALSE, extrarange = SILENCED_SOUND_EXTRARANGE, falloff_distance = 0)
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chamber_round()
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chamber_round()
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AM.update_icon()
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AM.update_icon()
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update_icon()
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update_icon()
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