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Refactors sound groups to use decls instead of a massive switch with dozens of global lists. (#9702)
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@@ -104,9 +104,9 @@
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//for use in material weapons. because tiles and stacks sound different. since cardboard baseball bats sound different from wooden ones and et cetera.
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var/weapon_drop_sound = 'sound/items/drop/metalweapon.ogg'
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var/weapon_pickup_sound = 'sound/items/pickup/metalweapon.ogg'
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var/weapon_hitsound = "swing_hit"
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var/weapon_hitsound = /decl/sound_category/swing_hit_sound
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var/shatter_sound = "glass_break" //sound it makes when it breaks.
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var/shatter_sound = /decl/sound_category/glass_break_sound //sound it makes when it breaks.
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/material/proc/build_rod_product(var/mob/user, var/obj/item/stack/used_stack, var/obj/item/stack/target_stack)
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if(!rod_product)
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@@ -701,7 +701,7 @@
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dooropen_noise = 'sound/effects/doorcreaky.ogg'
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door_icon_base = "wood"
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destruction_desc = "splinters"
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shatter_sound = "shatter_wood"
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shatter_sound = /decl/sound_category/wood_break_sound
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sheet_singular_name = "plank"
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sheet_plural_name = "planks"
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golem = SPECIES_GOLEM_WOOD
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@@ -711,7 +711,7 @@
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weapon_drop_sound = 'sound/items/drop/woodweapon.ogg'
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weapon_pickup_sound = 'sound/items/pickup/woodweapon.ogg'
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weapon_hitsound = 'sound/weapons/woodenhit.ogg'
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shatter_sound = "wood_break"
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shatter_sound = /decl/sound_category/wood_break_sound
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/material/wood/log //This is gonna replace wood planks in a way for NBT, leaving it here for now
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name = MATERIAL_WOOD_LOG
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@@ -777,12 +777,11 @@
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stack_origin_tech = list(TECH_MATERIAL = 1)
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door_icon_base = "wood"
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destruction_desc = "crumples"
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shatter_sound = "shatter_cardboard"
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shatter_sound = /decl/sound_category/cardboard_break_sound
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golem = SPECIES_GOLEM_CARDBOARD
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drop_sound = 'sound/items/drop/cardboardbox.ogg'
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pickup_sound = 'sound/items/pickup/cardboardbox.ogg'
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weapon_hitsound = 'sound/weapons/cardboardhit.ogg'
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shatter_sound = "cardboard_break"
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/material/cult
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name = MATERIAL_CULT
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