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Bleeding-Edge
code/game/objects/effects/traps.dm
54 строки
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DamianX
Remove get_turf from all playsound calls (#17640)
02 мар 2018, 17:18
02 мар 2018, 17:18
4a38ac9
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/obj/effect/trap name = "trap" icon = 'icons/mob/screen1.dmi' icon_state = "x3" var/delete_on_trigger = 1 var/activated = 0 /obj/effect/trap/proc/activate(atom/movable/AM) return /obj/effect/trap/proc/can_activate(atom/movable/AM) return (istype(AM, /mob/living/carbon) || istype(AM, /mob/living/silicon)) /obj/effect/trap/Crossed(atom/movable/AM) ..() if(activated) return if(can_activate(AM)) activated = 1 activate(AM) if(delete_on_trigger) qdel(src) /obj/effect/trap/New() ..() invisibility = 101 //There are two ways to create an invisible object that plays a sound when you step on it //First way is to use a narrator (/obj/effect/narration) and set its 'play_sound' var to the sound //This will play the sound locally to everybody who steps on it, once //The other way is to create a sound trap that only works once. The sound made by it will be heard by everybody nearby /obj/effect/trap/sound name = "sound trap" desc = "JUMPSCARES best scares" var/sound_to_play var/volume = 50 var/vary = 1 /obj/effect/trap/sound/activate(atom/movable/AM) if(sound_to_play) var/S if(istype(sound_to_play, /list)) S = pick(sound_to_play) else S = sound_to_play playsound(src, S, volume, vary)