From 77ed86363fd6971d6063bd7e29da94f7dbbb2fa6 Mon Sep 17 00:00:00 2001 From: farie82 Date: Mon, 26 Oct 2020 23:41:31 +0100 Subject: [PATCH] Makes sure the grenade beeps first before it booms (#14738) --- code/modules/assembly/voice.dm | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/modules/assembly/voice.dm b/code/modules/assembly/voice.dm index 3119b55e28a..70d89a65293 100644 --- a/code/modules/assembly/voice.dm +++ b/code/modules/assembly/voice.dm @@ -32,9 +32,9 @@ var/turf/T = get_turf(src) //otherwise it won't work in hand T.visible_message("[bicon(src)] beeps, \"Activation message is [type ? "the sound when one [recorded]" : "'[recorded]'."]\"") else if(findtext(msg, recorded) && type == recorded_type) - pulse(0) var/turf/T = get_turf(src) //otherwise it won't work in hand T.visible_message("[bicon(src)] beeps!") + pulse(0) /obj/item/assembly/voice/activate() return // previously this toggled listning when not in a holder, that's a little silly. It was only called in attack_self that way.