[QOL/Accessibility] Broken Item Sounds#8392
[QOL/Accessibility] Broken Item Sounds#8392kphoenix137 wants to merge 2 commits intodiasurgical:masterfrom
Conversation
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Maybe you could come up with some nice refactor that calls some function in all these places which handles RemoveEquipment(player, INVLOC_HAND_LEFT, true);
CalcPlrInv(player, true);
PlaySfxLoc(SfxID::BrokeShield, player.position.tile);? also any idea why last 2 places don't call |
Also, I have refactored these functions already: |
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nvm I've expanded the code down and see CalcPlrInv(player, true); is there, just below :D |
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Does anyone see an issue with playing |
Yeah I think that's a good shout! |
Adds the unused sound effects
armrfkd.wav(armor f**ked),Swrdfkd.wav(sword f**ked),hlmtfkd.wav(helmet f**ked), andshielfkd.wav(shield f**ked) to be played when items are destroyed at 0 durability. Provides auditory feedback to the player to assist with giving a clear indicator that an item broke, which also works as an accessibility feature for the visually impaired. Unobtrusive enough to not require a toggle (in my opinion).