fixed so there isn't too many spam messages
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@@ -3415,9 +3415,14 @@ func take_damage(amount: float, attacker_position: Vector2):
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actual_damage = amount
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print(name, " took ", amount, " damage! Health: ", current_health)
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# Play damage sound effect
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# Play damage sound effect (rate limited to prevent spam when tab becomes active)
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var game_world = get_tree().get_first_node_in_group("game_world")
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if sfx_take_damage:
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sfx_take_damage.play()
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if game_world and game_world.has_method("can_play_sound"):
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if game_world.can_play_sound("player_damage_" + str(get_instance_id())):
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sfx_take_damage.play()
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else:
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sfx_take_damage.play()
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# Play damage animation
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_set_animation("DAMAGE")
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@@ -3991,9 +3996,14 @@ func _sync_damage(_amount: float, attacker_position: Vector2, is_crit: bool = fa
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_show_damage_number(0.0, attacker_position, false, false, true)
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return
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# Play damage sound and effects
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# Play damage sound and effects (rate limited to prevent spam when tab becomes active)
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var game_world = get_tree().get_first_node_in_group("game_world")
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if sfx_take_damage:
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sfx_take_damage.play()
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if game_world and game_world.has_method("can_play_sound"):
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if game_world.can_play_sound("player_damage_sync_" + str(get_instance_id())):
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sfx_take_damage.play()
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else:
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sfx_take_damage.play()
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# Play damage animation
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_set_animation("DAMAGE")
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