Fixed up weird sound-playing by simple animals, changed all simple animal attack strings to past tense so they gel with other harm intent actions. Readded simple_animal eating food, tested everything.

This commit is contained in:
Zuhayr
2014-11-13 21:41:02 +10:30
parent 82090d2de2
commit 31b6cc19ad
42 changed files with 100 additions and 78 deletions
@@ -304,4 +304,5 @@
return
visible_message("<span class='danger'>[user] [attack_message] the [src]!</span>")
dump_contents()
del(src)
spawn(1) del(src)
return 1
+3 -2
View File
@@ -8,9 +8,10 @@
/obj/structure/girder/attack_generic(var/mob/user, var/damage, var/attack_message = "smashes apart", var/wallbreaker)
if(!damage || !wallbreaker)
return
return 0
visible_message("<span class='danger'>[user] [attack_message] the [src]!</span>")
dismantle()
spawn(1) dismantle()
return 1
/obj/structure/girder/bullet_act(var/obj/item/projectile/Proj)
if(istype(Proj, /obj/item/projectile/beam))
+2 -1
View File
@@ -192,4 +192,5 @@
/obj/structure/grille/attack_generic(var/mob/user, var/damage, var/attack_verb)
visible_message("<span class='danger'>[user] [attack_verb] the [src]!</span>")
health -= damage
healthcheck()
spawn(1) healthcheck()
return 1
+2 -1
View File
@@ -120,9 +120,10 @@
health -= damage
if(health <= 0)
user.visible_message("<span class='danger'>[user] [attack_verb] open the [src]!</span>")
deflate(1)
spawn(1) deflate(1)
else
user.visible_message("<span class='danger'>[user] [attack_verb] at [src]!</span>")
return 1
/obj/item/inflatable/door/
name = "inflatable door"
+2 -1
View File
@@ -93,10 +93,11 @@
if(shattered)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
return
return 0
if(damage)
user.visible_message("<span class='danger'>[user] smashes [src]!")
shatter()
else
user.visible_message("<span class='danger'>[user] hits [src] and bounces off!</span>")
return 1
+1
View File
@@ -155,6 +155,7 @@
return
user.visible_message("<span class='danger'>[user] smashes into [src]!</span>")
take_damage(damage)
return 1
/obj/structure/window/attackby(obj/item/W as obj, mob/user as mob)
if(!istype(W)) return//I really wish I did not need this