From f250b62768561f62b18c0c0c3ea0fec2bd4b6ed8 Mon Sep 17 00:00:00 2001 From: jc_gargma Date: Thu, 4 Aug 2022 23:04:51 -0700 Subject: Add more nitpicks to readme --- README.md | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/README.md b/README.md index 9c5d6b5..8c7bbef 100644 --- a/README.md +++ b/README.md @@ -18,7 +18,7 @@ Need sound files for foodperson_mask Underbarrel shotguns/launchers do not call a sound when reloading. Safes do not call a sound when opened. -Gates do not call a sound when opened or closed. +Gates/Switches/Pulleys do not call a sound when opened or closed. Non-Zombie monsters do not call a sound when attacking. Spells do not call a sound when cast. -However, these can be hackily added to the spells themselves when using Bright Nights. @@ -26,6 +26,8 @@ Spells do not call a sound when cast. Cardboard Forts do not call a sound when smashed. (I may have missed a comma somewhere.) Pillow Forts do not call a sound when smashed. (I may have missed a comma somewhere.) +Destroyable fields (ie, web) do not have field specific sounds. (Destroying a spider web calls smash field, not smash fd_web) + smash_fail sounds do not work at all. (Source code bug. soundfxvariant is not defined.) NPCs firing suppressed weapons use the normal weapon fire sounds. -- cgit v1.2.1