Merge pull request #8141 from deathride58/nerfsdinks

Nerfs dinks - Ballistic projectiles are now the only projectiles that can emit a dink
This commit is contained in:
nik707
2019-03-22 18:22:44 -05:00
committed by GitHub
3 changed files with 4 additions and 1 deletions
+2 -1
View File
@@ -18,6 +18,7 @@
var/def_zone = "" //Aiming at
var/atom/movable/firer = null//Who shot it
var/suppressed = FALSE //Attack message
var/candink = FALSE //Can this projectile play the dink sound when hitting the head?
var/yo = null
var/xo = null
var/atom/original = null // the original target clicked
@@ -185,7 +186,7 @@
playsound(loc, hitsound, volume, 1, -1)
L.visible_message("<span class='danger'>[L] is hit by \a [src][organ_hit_text]!</span>", \
"<span class='userdanger'>[L] is hit by \a [src][organ_hit_text]!</span>", null, COMBAT_MESSAGE_RANGE)
if(def_zone == BODY_ZONE_HEAD)
if(candink && def_zone == BODY_ZONE_HEAD)
playsound(src, 'sound/weapons/dink.ogg', 30, 1)
L.on_hit(src)
@@ -4,6 +4,7 @@
damage = 60
damage_type = BRUTE
nodamage = FALSE
candink = TRUE
flag = "bullet"
hitsound_wall = "ricochet"
impact_effect_type = /obj/effect/temp_visual/impact_effect
@@ -5,6 +5,7 @@
knockdown = 60
forcedodge = TRUE
nodamage = TRUE
candink = FALSE
hitsound = 'sound/items/bikehorn.ogg'
icon = 'icons/obj/hydroponics/harvest.dmi'
icon_state = "banana"