mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-22 20:43:10 +01:00
Refactors sound groups to use decls instead of a massive switch with dozens of global lists. (#9702)
This commit is contained in:
@@ -234,7 +234,7 @@
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/obj/item/device/lightreplacer/emag_act(var/remaining_charges, var/mob/user)
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emagged = !emagged
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playsound(src.loc, "sparks", 100, 1)
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playsound(src.loc, /decl/sound_category/spark_sound, 100, 1)
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update_icon()
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return 1
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@@ -48,7 +48,7 @@ var/global/list/default_medbay_channels = list(
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matter = list(DEFAULT_WALL_MATERIAL = 75, MATERIAL_GLASS = 25)
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var/const/FREQ_LISTENING = TRUE
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var/list/internal_channels
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var/clicksound = "button" //played sound on usage
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var/clicksound = /decl/sound_category/button_sound //played sound on usage
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var/clickvol = 10 //volume
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@@ -306,8 +306,8 @@
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icon_state = "katana"
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item_state = "katana"
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drop_sound = 'sound/items/drop/gun.ogg'
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pickup_sound = "pickup_sword"
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equip_sound = "equip_sword"
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pickup_sound = /decl/sound_category/sword_pickup_sound
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equip_sound = /decl/sound_category/sword_equip_sound
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flags = CONDUCT
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slot_flags = SLOT_BELT | SLOT_BACK
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force = 5
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@@ -6,5 +6,5 @@
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/obj/item/grenade/fake/prime()
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active = 0
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playsound(src.loc, get_sfx("explosion"), 50, 1, 30)
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playsound(src.loc, get_sfx(/decl/sound_category/explosion_sound), 50, 1, 30)
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icon_state = "frag"
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@@ -17,8 +17,8 @@
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can_embed = 0
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var/parry_chance = 40
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drop_sound = 'sound/items/drop/sword.ogg'
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pickup_sound = "pickup_sword"
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equip_sound = "equip_sword"
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pickup_sound = /decl/sound_category/sword_pickup_sound
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equip_sound = /decl/sound_category/sword_equip_sound
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/obj/item/material/sword/handle_shield(mob/user, var/on_back, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
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var/parry_bonus = 1
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@@ -21,7 +21,7 @@
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var/wielded = 0
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var/force_wielded = 0
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var/force_unwielded
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var/wield_sound = "wield_generic"
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var/wield_sound = /decl/sound_category/generic_wield_sound
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var/unwield_sound = null
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var/base_icon
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var/base_name
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@@ -34,8 +34,8 @@
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slot_r_hand_str = 'icons/mob/items/weapons/righthand_twohanded.dmi'
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)
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drop_sound = 'sound/items/drop/sword.ogg'
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pickup_sound = "pickup_sword"
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equip_sound = "equip_sword"
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pickup_sound = /decl/sound_category/sword_pickup_sound
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equip_sound = /decl/sound_category/sword_equip_sound
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hitsound = 'sound/weapons/bladeslice.ogg'
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/obj/item/material/twohanded/proc/wield()
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@@ -88,7 +88,7 @@
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/obj/item/material/twohanded/handle_shield(mob/user, var/on_back, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
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if(wielded && default_parry_check(user, attacker, damage_source) && prob(parry_chance))
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user.visible_message("<span class='danger'>\The [user] parries [attack_text] with \the [src]!</span>")
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playsound(user.loc, "punchmiss", 50, 1)
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playsound(user.loc, /decl/sound_category/punchmiss_sound, 50, 1)
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return 1
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return 0
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@@ -324,8 +324,8 @@
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active_w_class = 3
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w_class = 3
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drop_sound = 'sound/items/drop/sword.ogg'
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pickup_sound = "pickup_sword"
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equip_sound = "equip_sword"
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pickup_sound = /decl/sound_category/sword_pickup_sound
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equip_sound = /decl/sound_category/sword_equip_sound
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/obj/item/melee/energy/sword/powersword/activate(mob/living/user)
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..()
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@@ -42,7 +42,7 @@
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var/obj/item/melee/energy/blade/blade = W
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blade.spark_system.queue()
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playsound(src.loc, 'sound/weapons/blade.ogg', 50, 1)
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playsound(src.loc, "sparks", 50, 1)
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playsound(src.loc, /decl/sound_category/spark_sound, 50, 1)
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if(!locked)
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..()
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else
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@@ -3,7 +3,7 @@
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desc = "It's a small container with dice inside."
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icon = 'icons/obj/dice.dmi'
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icon_state = "dicebag"
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use_sound = "rustle"
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use_sound = /decl/sound_category/rustle_sound
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drop_sound = 'sound/items/drop/hat.ogg'
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pickup_sound = 'sound/items/pickup/hat.ogg'
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starts_with = list(
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@@ -29,8 +29,8 @@
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icon_state = "card_holder_empty"
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can_hold = list(/obj/item/deck, /obj/item/battle_monsters/deck, /obj/item/hand, /obj/item/pack/, /obj/item/card) //sneaky folks can hide ID and other cards
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storage_slots = 1 //can hold one deck
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use_sound = "sound/items/drop/shoes.ogg"
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drop_sound = "sound/items/drop/hat.ogg"
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use_sound = 'sound/items/drop/shoes.ogg'
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drop_sound = 'sound/items/drop/hat.ogg'
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/obj/item/storage/card/update_icon()
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if(contents.len)
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@@ -38,7 +38,7 @@
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var/obj/item/melee/energy/blade/blade = W
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blade.spark_system.queue()
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playsound(src.loc, 'sound/weapons/blade.ogg', 50, 1)
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playsound(src.loc, "sparks", 50, 1)
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playsound(src.loc, /decl/sound_category/spark_sound, 50, 1)
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return
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if (W.isscrewdriver())
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@@ -37,7 +37,7 @@
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var/allow_quick_empty //Set this variable to allow the object to have the 'empty' verb, which dumps all the contents on the floor.
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var/allow_quick_gather //Set this variable to allow the object to have the 'toggle mode' verb, which quickly collects all items from a tile.
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var/collection_mode = 1 //0 = pick one at a time, 1 = pick all on tile
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var/use_sound = "rustle" //sound played when used. null for no sound.
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var/use_sound = /decl/sound_category/rustle_sound //sound played when used. null for no sound.
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var/list/starts_with // for pre-filled items
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var/empty_delay = 0 SECOND // time it takes to empty bag. this is multiplies by number of objects stored
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@@ -94,7 +94,7 @@
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if(bcell && bcell.charge > hitcost)
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status = !status
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to_chat(user, "<span class='notice'>[src] is now [status ? "on" : "off"].</span>")
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playsound(loc, "sparks", 75, 1, -1)
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playsound(loc, /decl/sound_category/spark_sound, 75, 1, -1)
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update_icon()
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else
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status = 0
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@@ -66,7 +66,7 @@
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desc = "You can drill using this item. You dig?"
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icon_state = "drill"
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item_state = "drill"
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hitsound = "drillhit"
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hitsound = /decl/sound_category/drillhit_sound
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matter = list(DEFAULT_WALL_MATERIAL = 15000, MATERIAL_GLASS = 10000)
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flags = CONDUCT
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force = 15.0
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@@ -602,7 +602,7 @@
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w_class = ITEMSIZE_SMALL
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drop_sound = 'sound/items/drop/crowbar.ogg'
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pickup_sound = 'sound/items/pickup/crowbar.ogg'
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usesound = "crowbar"
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usesound = /decl/sound_category/crowbar_sound
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origin_tech = list(TECH_ENGINEERING = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 50)
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attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
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@@ -385,7 +385,7 @@
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icon = 'icons/obj/vaurca_items.dmi'
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icon_state = "gaussrifle"
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item_state = "gaussrifle"
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fire_sound = "gauss_fire"
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fire_sound = /decl/sound_category/gauss_fire_sound
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fire_sound_text = "a subdued boom"
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fire_delay = 12
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slot_flags = SLOT_BACK
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@@ -163,8 +163,8 @@
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hitsound = 'sound/weapons/bladeslice.ogg'
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contained_sprite = TRUE
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drop_sound = 'sound/items/drop/sword.ogg'
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pickup_sound = "pickup_sword"
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equip_sound = "equip_sword"
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pickup_sound = /decl/sound_category/sword_pickup_sound
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equip_sound = /decl/sound_category/sword_equip_sound
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/obj/item/sord
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name = "\improper SORD"
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