Switches the announcement sound to be the nightlight sound instead. (#8883)

This commit is contained in:
Matt Atlas
2020-05-18 16:52:02 +02:00
committed by GitHub
parent 1607a12879
commit 0363729413
5 changed files with 44 additions and 3 deletions
@@ -53,12 +53,12 @@ var/datum/controller/subsystem/nightlight/SSnightlight
if (!isactive)
activate()
if (announce)
command_announcement.Announce("Good evening. The time is [worldtime2text()]. \n\nThe automated systems aboard the [station_name()] will now dim lighting in the public hallways in order to accommodate the circadian rhythm of some species.", "Automated Lighting System", new_sound = 'sound/misc/announcements/nightlight.ogg')
command_announcement.Announce("Good evening. The time is [worldtime2text()]. \n\nThe automated systems aboard the [station_name()] will now dim lighting in the public hallways in order to accommodate the circadian rhythm of some species.", "Automated Lighting System", new_sound = 'sound/misc/announcements/notice.ogg')
else
if (isactive)
deactivate()
if (announce)
command_announcement.Announce("Good morning. The time is [worldtime2text()]. \n\nThe automated systems aboard the [station_name()] will now return the public hallway lighting levels to normal.", "Automated Lighting System", new_sound = 'sound/misc/announcements/nightlight.ogg')
command_announcement.Announce("Good morning. The time is [worldtime2text()]. \n\nThe automated systems aboard the [station_name()] will now return the public hallway lighting levels to normal.", "Automated Lighting System", new_sound = 'sound/misc/announcements/notice.ogg')
// 'whitelisted' areas are areas that have nightmode explicitly enabled