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@@ -64,14 +64,14 @@
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else if(dist <= far_dist)
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var/far_volume = Clamp(far_dist, 30, 50) // Volume is based on explosion size and dist
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far_volume += (dist <= far_dist * 0.5 ? 50 : 0) // add 50 volume if the mob is pretty close to the explosion
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if(devastation_range > 0)
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if(devastation_range > 2)
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M.playsound_local(epicenter, 'sound/effects/explosionfar.ogg', far_volume, 1, frequency, falloff = 5)
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shake_camera(M, 3, 1)
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else
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M.playsound_local(epicenter, 'sound/effects/explosionsmallfar.ogg', far_volume, 1, frequency, falloff = 5)
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skip_shake = 1
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if(!explosion_shake_message_cooldown && devastation_range > 0 && !skip_shake)
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if(!explosion_shake_message_cooldown && devastation_range > 2 && !skip_shake)
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M << "<span class='danger'>You feel the station's structure shaking all around you.</span>"
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explosion_shake_message_cooldown = 1
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spawn(50)
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