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[MIRROR] Makes wound noises drop off more quickly, requires higher se…
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…verity for conspicuous messaging (#2597)

* Makes wound noises drop off more quickly, requires higher severity for conspicuous messaging (#83323)

## About The Pull Request

Wounds are louder than the attacks that cause them. As well, if you are
using a weapon that is meant to be silent or stealthy, the sound of your
victim spraying blood ends up being louder than the silenced pistol
you're using. This pull request changes wound sounds to drop off more
quickly and not penetrate walls (attack sounds already penetrate walls
in almost all cases already), and also increases the severity needed for
a wound to be broadcast to anyone in view, instead of only to combat
message range.
## Why It's Good For The Game

It doesn't make sense for the sound of the wound you inflict to be
louder than the weapon you're using. This mostly applies to silenced or
stealthy weapons.
## Changelog
:cl: Bisar
balance: A wound being inflicted doesn't get broadcasted to everyone in
view until a higher severity now.
sound: Wound sounds drop off more quickly, and no longer travel through
walls. This has no effect on attack sounds.
/:cl:

* Makes wound noises drop off more quickly, requires higher severity for conspicuous messaging

---------

Co-authored-by: Joshua Kidder <[email protected]>
Co-authored-by: NovaBot13 <[email protected]>
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3 people authored and StealsThePRs committed May 21, 2024
1 parent 87c2e72 commit 0871b45
Showing 1 changed file with 2 additions and 2 deletions.
4 changes: 2 additions & 2 deletions code/datums/wounds/_wounds.dm
Original file line number Diff line number Diff line change
Expand Up @@ -215,13 +215,13 @@
var/msg = span_danger("[victim]'s [limb.plaintext_zone] [occur_text]!")
var/vis_dist = COMBAT_MESSAGE_RANGE

if(severity > WOUND_SEVERITY_MODERATE)
if(severity > WOUND_SEVERITY_SEVERE)
msg = "<b>[msg]</b>"
vis_dist = DEFAULT_MESSAGE_RANGE

victim.visible_message(msg, span_userdanger("Your [limb.plaintext_zone] [occur_text]!"), vision_distance = vis_dist)
if(sound_effect)
playsound(L.owner, sound_effect, sound_volume + (20 * severity), TRUE)
playsound(L.owner, sound_effect, sound_volume + (20 * severity), TRUE, falloff_exponent = SOUND_FALLOFF_EXPONENT + 2, ignore_walls = FALSE, falloff_distance = 0)

wound_injury(old_wound, attack_direction = attack_direction)
if(!demoted)
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