soundloop fix. also it gets deleted (woo)
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@@ -24,8 +24,8 @@
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/obj/item/reverse_bear_trap/Initialize()
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. = ..()
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soundloop = new(list(src))
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soundloop2 = new(list(src))
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soundloop = new(src)
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soundloop2 = new(src)
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/obj/item/reverse_bear_trap/Destroy()
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QDEL_NULL(soundloop)
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@@ -33,16 +33,16 @@
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STOP_PROCESSING(SSprocessing, src)
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return ..()
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/obj/item/reverse_bear_trap/process()
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/obj/item/reverse_bear_trap/process(delta_time)
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if(!ticking)
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return
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time_left--
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time_left -= delta_time
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soundloop2.mid_length = max(0.5, time_left - 5) //beepbeepbeepbeepbeep
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if(!time_left || !isliving(loc))
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if(time_left <= 0 || !isliving(loc))
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playsound(src, 'sound/machines/microwave/microwave-end.ogg', 100, FALSE)
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soundloop.stop()
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soundloop2.stop()
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to_chat(loc, "<span class='userdanger'>*ding*</span>")
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to_chat(loc, span_userdanger("*ding*"))
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addtimer(CALLBACK(src, .proc/snap), 2)
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/obj/item/reverse_bear_trap/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
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@@ -116,13 +116,22 @@
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/obj/item/reverse_bear_trap/proc/reset()
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ticking = FALSE
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update_appearance(UPDATE_OVERLAYS)
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REMOVE_TRAIT(src, TRAIT_NODROP, REVERSE_BEAR_TRAP_TRAIT)
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soundloop.stop()
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soundloop2.stop()
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STOP_PROCESSING(SSprocessing, src)
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/obj/item/reverse_bear_trap/update_overlays()
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. = ..()
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if(ticking != TRUE)
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return
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/// note: this timer overlay increments one frame every second (to simulate a clock ticking). If you want to instead have it do a full cycle in a minute, set the 'delay' of each frame of the icon overlay to 75 rather than 10, and the worn overlay to twice that.
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// . += "rbt_ticking"
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/obj/item/reverse_bear_trap/proc/arm() //hulen
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ticking = TRUE
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update_appearance(UPDATE_OVERLAYS)
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escape_chance = initial(escape_chance) //we keep these vars until re-arm, for tracking purposes
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time_left = initial(time_left)
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ADD_TRAIT(src, TRAIT_NODROP, REVERSE_BEAR_TRAP_TRAIT)
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