diff --git a/code/modules/antagonists/bloodsucker/powers/feed.dm b/code/modules/antagonists/bloodsucker/powers/feed.dm index 71b866b2f4..40e0dbd25a 100644 --- a/code/modules/antagonists/bloodsucker/powers/feed.dm +++ b/code/modules/antagonists/bloodsucker/powers/feed.dm @@ -275,8 +275,9 @@ break // Blood Gulp Sound - owner.playsound_local(null, 'sound/effects/singlebeat.ogg', 40, 1) // Play THIS sound for user only. The "null" is where turf would go if a location was needed. Null puts it right in their head. - + owner.playsound_local(null, 'sound/effects/singlebeat.ogg', 40, TRUE) + if(!amSilent) + target.playsound_local(null, 'sound/effects/singlebeat.ogg', 40, TRUE) // DONE! //DeactivatePower(user,target) if(amSilent) @@ -299,7 +300,7 @@ SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "drankkilled", /datum/mood_event/drankkilled) // BAD // in bloodsucker_life.dm /datum/action/bloodsucker/feed/ContinueActive(mob/living/user, mob/living/target) - return ..() && target && (!target_grappled || user.pulling == target) && sucking_checks(target, TRUE, TRUE) // Active, and still Antag, + return ..() && target && (!target_grappled || user.pulling == target) && sucking_checks(target, TRUE, TRUE) // Active, and still antag, // NOTE: We only care about pulling if target started off that way. Mostly only important for Aggressive feed. /datum/action/bloodsucker/feed/proc/ApplyVictimEffects(mob/living/target)