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Add pool noodles. (#31664)
* Add pool noodles. * Apply suggestions from code review These are proper pool noodles now. Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: Alan <alfalfascout@users.noreply.github.com> * Add hit sound. Allow zero-damage hit sounds. --------- Signed-off-by: Alan <alfalfascout@users.noreply.github.com> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
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@@ -729,7 +729,7 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
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var/mob/living/L = hit_atom
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L.IgniteMob()
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var/volume = get_volume_by_throwforce_and_or_w_class()
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if(throwforce > 0)
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if(throwforce > 0 || ("zero_damage_hitsound" in vars))
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if(mob_throw_hit_sound)
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SSthrowing.playsound_capped(hit_atom, mob_throw_hit_sound, volume, TRUE, -1)
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else if(hitsound)
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@@ -2089,3 +2089,36 @@
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desc = "Rumor has it that microscopic space life makes its home in these crevices."
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icon_state = "shell_red"
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dye_color = DYE_LIGHTRED
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/obj/item/toy/pool_noodle
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name = "boring pool noodle"
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desc = ABSTRACT_TYPE_DESC
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icon = 'icons/obj/toy.dmi'
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icon_state = "pool_noodle"
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attack_verb = list("bopped", "splatted", "smacked", "thwapped", "slapped")
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hitsound = 'sound/items/pool_noodle_hit.ogg'
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// Having this var at all should play hitsound even if damage is zero
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var/zero_damage_hitsound = TRUE
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w_class = WEIGHT_CLASS_BULKY
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/obj/item/toy/pool_noodle/Initialize(mapload)
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if(!color)
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return ..()
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name = "pool noodle"
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desc = "A damp, flexible tube for unrestrained summer fun."
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return ..()
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/obj/item/toy/pool_noodle/pink
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color = COLOR_PINK
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/obj/item/toy/pool_noodle/lime
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color = COLOR_LIME
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/obj/item/toy/pool_noodle/aqua
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color = COLOR_CYAN
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/obj/item/toy/pool_noodle/violet
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color = COLOR_VIOLET
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/obj/item/toy/pool_noodle/orange
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color = COLOR_ORANGE
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