Fuckit. Silenced sound can go. It's unrealistic anyway.

I could have fixed it but meh.
Also map cleanup.
This commit is contained in:
Spades
2016-06-03 20:37:05 -04:00
parent 700b8b5934
commit 23e609ccb3
3 changed files with 2212 additions and 2216 deletions
+2 -7
View File
@@ -277,8 +277,7 @@
//called after successfully firing
/obj/item/weapon/gun/proc/handle_post_fire(mob/user, atom/target, var/pointblank=0, var/reflex=0)
if(silenced)
/*playsound(user, fire_sound, 10, 1)*/
playsound(user, 'sound/weapons/silenced.ogg', 10, 1)
playsound(user, fire_sound, 10, 1)
else
playsound(user, fire_sound, 50, 1)
@@ -389,8 +388,7 @@
if (istype(in_chamber))
user.visible_message("<span class = 'warning'>[user] pulls the trigger.</span>")
if(silenced)
/*playsound(user, fire_sound, 10, 1)*/
playsound(user, 'sound/weapons/silenced.ogg', 10, 1)
playsound(user, fire_sound, 10, 1)
else
playsound(user, fire_sound, 50, 1)
if(istype(in_chamber, /obj/item/projectile/beam/lastertag))
@@ -455,8 +453,6 @@
/obj/item/weapon/gun/attack_self(mob/user)
switch_firemodes(user)
<<<<<<< HEAD
=======
/obj/item/weapon/gun/proc/get_dna(mob/user)
var/mob/living/M = user
@@ -531,4 +527,3 @@
if(!(user.dna in stored_dna))
return 0
return 1
>>>>>>> refs/remotes/PolarisSS13/master