Adds generic impact noises to all projectiles

Overrides the generic sounds with specific ones for electrodes and
lasers.

Conflicts:
	code/modules/projectiles/projectile.dm
	code/modules/projectiles/projectile/energy.dm
This commit is contained in:
Tenebrosity
2014-01-23 00:17:05 +13:00
committed by ZomgPonies
parent 95f7280781
commit 67c88c42e7
5 changed files with 6 additions and 3 deletions
+3
View File
@@ -19,6 +19,7 @@
flags = FPRINT | TABLEPASS
pass_flags = PASSTABLE
mouse_opacity = 0
hitsound = 'sound/weapons/pierce.ogg'
var/bumped = 0 //Prevents it from hitting more than one guy at once
var/def_zone = "" //Aiming at
var/mob/firer = null//Who shot it
@@ -113,8 +114,10 @@
forcedodge = -1
else
if(silenced)
playsound(loc, hitsound, 5, 1, -1)
M << "\red You've been shot in the [parse_zone(def_zone)] by the [src.name]!"
else
playsound(loc, hitsound, 20, 1, -1)
visible_message("\red [A.name] is hit by the [src.name] in the [parse_zone(def_zone)]!")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
if(istype(firer, /mob))
M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>"
+2 -1
View File
@@ -174,6 +174,7 @@ var/list/beam_master = list()
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 40
damage_type = BURN
hitsound = 'sound/weapons/sear.ogg'
flag = "laser"
eyeblur = 4
var/frequency = 1
@@ -273,4 +274,4 @@ var/list/beam_master = list()
damage = 60
stun = 5
weaken = 5
stutter = 5
stutter = 5
@@ -17,10 +17,9 @@
*/
agony = 40
damage_type = HALLOSS
hitsound = 'sound/weapons/tase.ogg'
//Damage will be handled on the MOB side, to prevent window shattering.
/obj/item/projectile/energy/declone
name = "declone"
icon_state = "declone"