TeamREPENTOGON / TeamREPENTOGON/REPENTOGON
A new entity tear function that prevents sound effects from playing on init
Nobody has claimed this yet.
- Dominant language
- C++
- Stars
- 345
- Forks
- 51
- Avg merge
- 11h 2m
- Merged PRs (30d)
- 4
Description
In the entity tear class (init_tear), there is a variable called _unkBool that when set to true, most likely prevents init sounds from playing, a new function or a simple variable that could just be called something like EntityTear:PreventInitSFX(bool) or EntityTear.MuteSound = bool or something like that would be really handy for custom tear variants!
Another idea is that instead of a function or a variable, this could be a customtag for tear entities only, similar to what familiars have. So having something like customTags="tearmutesound" could also do the trick!
Contributor guide
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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
Start at the entity tear class's init_tear path and inspect how _unkBool affects initialization sounds. Compare the proposed EntityTear function or property with the tear-only customTags approach; done means one defined, exposed mechanism lets custom tear variants suppress init sound effects.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp, lua
- Domain
- api
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100