SoundOnDamageTransition has legacy cruft.
Nobody has claimed this yet.
- Dominant language
- C#
- Stars
- 17.4k
- Forks
- 3k
- Avg merge
- 1d 12h
- Merged PRs (30d)
- 14
Description
It is hardcoded to play sounds on both switching around Heavy damagestate and destroyed.
For the latter part, we already have DeathSounds, so that functionality can be axed. For the former, conditions and damagetype support would be nice.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Locate SoundOnDamageTransition and DeathSounds in the OpenRA codebase and read how damage-state transitions currently trigger sounds. Confirm where destroyed-state playback overlaps with DeathSounds, then determine the existing condition and damage-type configuration patterns before assessing the change. Done means the redundant behavior is removed and the requested conditional damage-type support is covered by the relevant tests or configuration checks.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp
- Domain
- game-dev
- Issue type
- Refactor
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 25/100