Kills the dream

Also makes noise emitting emotes actually use the sounds they're
associated with and adds a cd to the sound emitting emotes.
This commit is contained in:
IK3I
2017-04-21 15:59:59 -05:00
@@ -14,11 +14,16 @@
//cooldown system handled by /code/modules/mob/emotes.dm
switch(act)
if("roar")
on_CD = handle_emote_CD()
if("deathgasp")
on_CD = handle_emote_CD()
if("hiss")
on_CD = handle_emote_CD()
if("gnarl")
on_CD = handle_emote_CD()
if("flip")
on_CD = handle_emote_CD()
if("superflip")
on_CD = handle_emote_CD(100)
if(on_CD)
return
@@ -43,7 +48,7 @@
message = "<B>\The [src]</B> lets out a waning guttural screech, green blood bubbling from its maw..."
m_type = 2
if("scratch")
if(!src.restrained())
if(!restrained())
message = "<B>\The [src]</B> scratches."
m_type = 1
if("whimper")
@@ -96,11 +101,11 @@
message = "<B>\The [src]</B> twitches violently."
m_type = 1
if("dance")
if(!src.restrained())
if(!restrained())
message = "<B>\The [src]</B> dances around happily."
m_type = 1
if("roll")
if(!src.restrained())
if(!restrained())
message = "<B>\The [src]</B> rolls."
m_type = 1
if("shake")
@@ -120,19 +125,17 @@
if("flip")
m_type = 1
message = "<B>\The [src]</B> does a flip!"
src.SpinAnimation(5,1)
if("superflip")
m_type = 1
message = "<B>The [src]</B> gets ready to flip into oblivion!"
reagents.add_reagent("fliptonium", 1)
if("laugh")
return //deals with the fliptonium issue
SpinAnimation(5,1)
if("help")
to_chat(src, "burp, flip, superflip, deathgasp, choke, collapse, dance, drool, gasp, shiver, gnarl, jump, moan, nod, roar, roll, scratch,\nscretch, shake, sign-#, sit, sulk, sway, tail, twitch, whimper")
to_chat(src, "burp, flip, deathgasp, choke, collapse, dance, drool, gasp, shiver, gnarl, jump, moan, nod, roar, roll, scratch,\nscretch, shake, sign-#, sit, sulk, sway, tail, twitch, whimper")
if(!stat)
if(act == "roar")
playsound(src.loc, 'sound/voice/hiss5.ogg', 40, 1, 1)
playsound(src.loc, 'sound/voice/hiss5.ogg', 50, 1, 1)
if(act == "deathgasp")
playsound(src.loc, 'sound/voice/hiss6.ogg', 80, 1, 1)
if(act == "hiss")
playsound(src.loc, 'sound/voice/hiss1.ogg', 30, 1, 1)
if(act == "gnarl")
playsound(src.loc, 'sound/voice/hiss4.ogg', 30, 1, 1)
..(act, m_type, message)