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Makes horns less awful #442
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/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) | ||
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/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
as much as i like the airhorn spam bug it has to go |
emagged horn has no limits |
fuk no |
stepping on airhorn honking is a good feature, otherwise i'm good with the PR. |
🆑 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.