Vgstation13: Every weapon with AUTOMAGDROP plays smg_empty_alarm.ogg even if it's nonsensical for it to play a loud fucking buzzer

Created on 7 Dec 2016  路  1Comment  路  Source: vgstation-coders/vgstation13

Description of issue

/obj/item/weapon/gun/projectile/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag, struggle = 0)
    ..()
    if(!chambered && stored_magazine && !stored_magazine.ammo_count() && gun_flags &AUTOMAGDROP) //auto_mag_drop decides whether or not the mag is dropped once it empties
        RemoveMag(user)
        playsound(user, 'sound/weapons/smg_empty_alarm.ogg', 40, 1)
    return

this is not the place to do playsound(user, 'sound/weapons/smg_empty_alarm.ogg', 40, 1

Difference between expected and actual behavior

my deagle brand deagle not to sound like an alarm clock when it rounds outta dakka

it indeed did sound like an alarm clock

Steps to reproduce

get gun with automagdrop shoot gun it yaps at you

Specific information for locating

Length of time in which bug has been known to occur

Server revision

Issue bingo

Please check whatever applies. More checkboxes checked increase your chances of not being yelled at by every contributor.

  • [ ] Issue could be reproduced at least once
  • [ ] Issue could be reproduced by different players
  • [ ] Issue could be reproduced in multiple rounds
  • [ ] Issue happened in a recent (less than 7 days ago) round
  • [ ] [Couldn't find an existing issue about this](https://github.com/d3athrow/vgstation13/issues)

yell at me i don't give a fuck i'm gonna freewheel it on outta this issue

Feature Request

Most helpful comment

I believe the best solution would be the addition of a mag_drop_sound var to /obj/item/weapon/gun/projectile, then replacing the 'sound/weapons/smg_empty_alarm.ogg' in the playsound() with mag_drop_sound.

>All comments

I believe the best solution would be the addition of a mag_drop_sound var to /obj/item/weapon/gun/projectile, then replacing the 'sound/weapons/smg_empty_alarm.ogg' in the playsound() with mag_drop_sound.

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