fix #K3518 - "WHAMMM!!!" vs deafness
Kicking a door can produce "WHAMMM!!!". "Wham" doesn't necessarily imply any noise but there's a strong suggestion that it does, so a deaf hero shouldn't be able to hear it. Give alternate feedback, "Thwack!!" when deaf, and sometimes give that even when not deaf. Also tone down "WHAMMM!!!" to Whammm!!".
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@@ -748,6 +748,8 @@ when two or more shops share a wall and hero uses Passes_walls to carry an
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redo the unpaid_cost fix to handle shop items inside hero-owned container
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flyers shouldn't fall on arrival when going down holes or trap doors
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change movement keys and some special keys into extended commands
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"WHAMMM!!!" feedback when kicking a door suggests noise so if hero is deaf an
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alternate message should be given
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Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
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@@ -1296,7 +1296,10 @@ dokick(void)
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if (Blind)
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feel_location(x, y); /* we know we hit it */
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exercise(A_STR, TRUE);
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pline("WHAMMM!!!");
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/* note: this used to be unconditional "WHAMMM!!!" but that has a
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fairly strong connotation of noise that a deaf hero shouldn't
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hear; we've kept the extra 'm's and one of the extra '!'s */
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pline("%s!!", (Deaf || !rn2(3)) ? "Thwack" : "Whammm");
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if (in_town(x, y))
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for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
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if (DEADMONSTER(mtmp))
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