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Fixes footstep sounds for downed/lying mobs (#42704)
Nobody made a report but I noticed this issue: Downed players being dragged are playing footstep sounds, specifically the bare footstep sounds via their hands from what I noticed. Fixes (hopefully) footstep sounds from being played from incapacitated mobs that are being moved (via dragging for example). Instead, lying mobs will play a crawling sound when moving. ## Why It's Good For The Game Footstep sounds shouldn't be played when mobs are being dragged.
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@@ -18,7 +18,10 @@
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var/mob/living/LM = parent
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var/v = volume
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var/e = e_range
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if(!T.footstep || LM.buckled || !CHECK_MULTIPLE_BITFIELDS(LM.mobility_flags, MOBILITY_STAND | MOBILITY_MOVE) || LM.throwing || LM.movement_type & (VENTCRAWLING | FLYING))
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if(!T.footstep || LM.buckled || LM.lying || !CHECK_MULTIPLE_BITFIELDS(LM.mobility_flags, MOBILITY_STAND | MOBILITY_MOVE) || LM.throwing || LM.movement_type & (VENTCRAWLING | FLYING))
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if (!T.footstep || LM.movement_type & (VENTCRAWLING | FLYING)) //don't play sounds if flying etc.
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return
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playsound(T, 'sound/effects/footstep/crawl1.ogg', 15 * v) //play crawling sound
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return
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if(iscarbon(LM))
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@@ -92,7 +95,7 @@
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TRUE,
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GLOB.footstep[T.footstep][3] + e)
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if((!H.shoes && !feetCover) || !(H.mobility_flags & MOBILITY_STAND)) //are we NOT wearing shoes or are we lying/crawling (using hands to move around)?
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if((!H.shoes && !feetCover)) //are we NOT wearing shoes
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if(H.dna.species.special_step_sounds)
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playsound(T, pick(H.dna.species.special_step_sounds), 50, TRUE)
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else
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BIN
sound/effects/footstep/crawl1.ogg
Normal file
BIN
sound/effects/footstep/crawl1.ogg
Normal file
Binary file not shown.
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