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Makes horns less awful #442

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Makes horns less awful #442

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tortellinitony
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🆑 Tortellini Tony
fix: Reduced the ability to spam an airhorn or bikehorn.
/:cl:

First of all, how the hell does stepping on an airhorn make a noise?
https://images-na.ssl-images-amazon.com/images/I/61R%2BZDLuAfL.png

It's a can. It's made of metal. At least stepping on a bikehorn makes sense.

Made the cooldown time not use spawn(), and added the cooldown to stepping on a horn, so there is no functional difference between stepping on it and honking it.


/obj/item/weapon/bikehorn/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] solemnly points the horn at [user.p_their()] temple! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(src.loc, honksound, 50, 1)
return (BRUTELOSS)

/obj/item/weapon/bikehorn/attack(mob/living/carbon/M, mob/living/carbon/user)
if(!spam_flag)
if(next_honk < world.time)
playsound(loc, honksound, 50, 1, -1) //plays instead of tap.ogg!
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don't you need next_honk = world.time + cooldowntime here as well?

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Shh))

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This is actually going to be affected by melee cooldown I think

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you can probably attack more often than the length of the sound

@cacogen
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cacogen commented Mar 10, 2017

as much as i like the airhorn spam bug it has to go

@JohnGinnane
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img_20170310_084800

@JohnGinnane
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emagged horn has no limits

@KayeArray
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fuk no

@ghost
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ghost commented Mar 12, 2017

stepping on airhorn honking is a good feature, otherwise i'm good with the PR.

@cacogen
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cacogen commented Jun 13, 2017

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4 participants