mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-13 08:03:43 +01:00
to_chat fixes
Mostly sounds using to_chat instead of << like they should. Also, the to_chat CRASH now refers to itself as to_chat instead of Boutput.
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@@ -295,29 +295,29 @@ Gunshots/explosions/opening doors/less rare audio (done)
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switch(rand(1,5))
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if(1) //Laser fight
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for(var/i=0,i<hits,i++)
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to_chat(target, sound('sound/weapons/Laser.ogg',0,1,0,25))
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target << sound('sound/weapons/Laser.ogg',0,1,0,25)
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sleep(rand(1,5))
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to_chat(target, sound(get_sfx("bodyfall"),0,1,0,25))
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target << sound(get_sfx("bodyfall"),0,1,0,25)
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if(2) //Esword fight
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to_chat(target, sound('sound/weapons/saberon.ogg',0,1,0,15))
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target << sound('sound/weapons/saberon.ogg',0,1,0,15)
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for(var/i=0,i<hits,i++)
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to_chat(target, sound('sound/weapons/blade1.ogg',,0,1,0,25))
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target << sound('sound/weapons/blade1.ogg',,0,1,0,25)
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sleep(rand(1,5))
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to_chat(target, sound(get_sfx("bodyfall"),0,1,0,25))
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to_chat(target, sound('sound/weapons/saberoff.ogg',0,1,0,15))
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target << sound(get_sfx("bodyfall"),0,1,0,25)
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target << sound('sound/weapons/saberoff.ogg',0,1,0,15)
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if(3) //Gun fight
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for(var/i=0,i<hits,i++)
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to_chat(target, sound(get_sfx("gunshot"),0,1,0,25))
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target << sound(get_sfx("gunshot"),0,1,0,25)
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sleep(rand(1,5))
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to_chat(target, sound(get_sfx("bodyfall"),0,1,0,25))
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target << sound(get_sfx("bodyfall"),0,1,0,25)
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if(4) //Stunprod + cablecuff
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to_chat(target, sound('sound/weapons/Egloves.ogg',0,1,40))
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to_chat(target, sound(get_sfx("bodyfall"),0,1,0,25))
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target << sound('sound/weapons/Egloves.ogg',0,1,40)
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target << sound(get_sfx("bodyfall"),0,1,0,25)
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sleep(30)
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to_chat(target, sound('sound/weapons/cablecuff.ogg',0,1,0,15))
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target << sound('sound/weapons/cablecuff.ogg',0,1,0,15)
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if(5) // Tick Tock
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for(var/i=0,i<hits,i++)
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to_chat(target, sound('sound/items/timer.ogg',0,1,0,25))
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target << sound('sound/items/timer.ogg',0,1,0,25)
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sleep(15)
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qdel(src)
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@@ -459,7 +459,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
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else if(src.dir == WEST)
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qdel(src.currentimage)
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src.currentimage = new /image(left,src)
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to_chat(my_target, currentimage)
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my_target << currentimage
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/obj/effect/fake_attacker/proc/attack_loop()
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@@ -503,7 +503,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
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var/obj/effect/overlay/O = new/obj/effect/overlay(target.loc)
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O.name = "blood"
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var/image/I = image('icons/effects/blood.dmi',O,"floor[rand(1,7)]",O.dir,1)
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to_chat(target, I)
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target << I
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spawn(300)
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qdel(O)
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return
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