Minor refinement to aliens attacking mechs text.

Changed the ambiance track(s) for engine control. There are now 4 possible tracks.
Admins can now spawn pulse rifles.
Cleaned up some more pulse rifle code.
Monkeys should not properly be able to pick up guns but not fire them outside of monkey mode.
Added sounds to biting.
Larva can no longer roar.
Aliens now have hissing sound effects. Currently unused.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@704 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
noisomehollow@lycos.com
2010-12-26 07:11:13 +00:00
parent 4be78d59bd
commit e7d0657470
18 changed files with 43 additions and 48 deletions
@@ -628,6 +628,7 @@ This is all very silly and I will probably remove it in the future. /N
if (istype(src.wear_mask, /obj/item/clothing/mask/muzzle))
return
if (src.health > 0)
playsound(src.loc, 'bite.ogg', 50, 1, -1)
for(var/mob/O in viewers(src, null))
O.show_message(text("\red <B>[M.name] has bit [src]!</B>"), 1)
src.bruteloss += rand(1, 3)
@@ -778,6 +779,7 @@ In all, this is a lot like the monkey code. /N
else
if (src.health > 0)
playsound(src.loc, 'bite.ogg', 50, 1, -1)
var/damage = rand(1, 3)
for(var/mob/O in viewers(src, null))
O.show_message(text("\red <B>[M.name] has bit []!</B>", src), 1)
@@ -26,10 +26,10 @@
if (!muzzled)
message = "<B>The [src.name]</B> whimpers."
m_type = 2
if("roar")
if (!muzzled)
message = "<B>The [src.name]</B> roars."
m_type = 2
// if("roar")
// if (!muzzled)
// message = "<B>The [src.name]</B> roars." Commenting out since larva shouldn't roar /N
// m_type = 2
if("tail")
message = "<B>The [src.name]</B> waves its tail."
m_type = 1
@@ -90,7 +90,7 @@
message = text("<B>[]</B> collapses!", src)
m_type = 2
if("help")
src << "choke, collapse, dance, drool, gasp, shiver, gnarl, jump, moan, nod, roar, roll, scratch,\nscretch, shake, sign-#, sulk, sway, tail, twitch, whimper"
src << "choke, collapse, dance, drool, gasp, shiver, gnarl, jump, moan, nod, roll, scratch,\nscretch, shake, sign-#, sulk, sway, tail, twitch, whimper"
else
src << text("Invalid Emote: []", act)
if ((message && src.stat == 0))
@@ -344,7 +344,7 @@
if (istype(src.wear_mask, /obj/item/clothing/mask/muzzle))
return
if (src.health > 0)
playsound(src.loc, 'bite.ogg', 50, 1, -1)
for(var/mob/O in viewers(src, null))
O.show_message(text("\red <B>[M.name] has bit [src]!</B>"), 1)
var/damage = rand(1, 3)
@@ -472,6 +472,7 @@
else
if (src.health > 0)
playsound(src.loc, 'bite.ogg', 50, 1, -1)
var/damage = rand(1, 3)
for(var/mob/O in viewers(src, null))
O.show_message(text("\red <B>[M.name] has bit []!</B>", src), 1)
@@ -170,6 +170,7 @@
else
if ((M.a_intent == "hurt" && !( istype(src.wear_mask, /obj/item/clothing/mask/muzzle) )))
if ((prob(75) && src.health > 0))
playsound(src.loc, 'bite.ogg', 50, 1, -1)
for(var/mob/O in viewers(src, null))
O.show_message("\red <B>[M.name] has bit [src.name]!</B>", 1)
var/damage = rand(1, 5)