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ID | Category | Severity | Reproducibility | Date Submitted | Last Update | ||
0007526 | [DCSS] Bug Report | minor | always | 2013-08-30 17:33 | 2014-04-10 20:29 | ||
Reporter | Siegurt | View Status | public | ||||
Assigned To | Kate | ||||||
Priority | normal | Resolution | done | ||||
Status | closed | Product Branch | 0.13 ancient branch | ||||
Summary | 0007526: Brand noise is negated by a later call to adjust_noise | ||||||
Description |
In apply_damage_brand the noise_level is adjusted according to the type of brand being used, to make the attack noisier or quieter depending on the brand of the weapon. However apply_damage_brand is called from hande_phase_hit which is called well before the noise is actually handled. later in Melee::attack, adjust_noise is called (which sets the base noise_level according to the variety of attack done.) right before handle_noise actually handles the melee noise done. since adjust_noise actually just sets noise_level directly (it isn't additive or anything) it simply overwrites all the work that apply_damage_brand does to the weapon itself. I propose that noise_level be set to a base level using adjust_noise up near the top of the melee::attack function, allowing apply_damage_brand to adjust the noise_level, and any later adjustments which it's deemed required down the road. I further propose that rather than the noise_level for stabs being set to 0 in handle_noise itself (Which always seemed to be a bit of a kludge to me) that the noise_level be set to 0 in the player_stab_check function when a stab is successful, which would actually work if we moved adjust_noise to the top of the function, also I personally would rename adjust_noise to something like "set_base_attack_noise" or something adjust_noise is a little vague for my tastes. |
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