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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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@@ -16,7 +16,7 @@
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var/obj/item/projectile/BB = null //The loaded bullet - make it so that the projectiles are created only when needed?
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var/spent_icon = "s-casing-spent"
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drop_sound = "casing_drop"
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drop_sound = /decl/sound_category/casing_drop_sound
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pickup_sound = 'sound/items/pickup/ring.ogg'
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var/reload_sound = 'sound/weapons/reload_bullet.ogg' //sound that plays when inserted into gun.
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@@ -147,7 +147,7 @@
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to_chat(user, "<span class='notice'>You empty [src].</span>")
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for(var/obj/item/ammo_casing/C in stored_ammo)
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C.forceMove(user.loc)
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playsound(C, "casing_drop", 50, FALSE)
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playsound(C, /decl/sound_category/casing_drop_sound, 50, FALSE)
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C.set_dir(pick(alldirs))
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stored_ammo.Cut()
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update_icon()
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@@ -104,7 +104,7 @@
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var/wielded = 0
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var/needspin = TRUE
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var/is_wieldable = FALSE
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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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//aiming system stuff
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@@ -11,7 +11,7 @@
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sharp = 1
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edge = 0
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drop_sound = 'sound/items/drop/sword.ogg'
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pickup_sound = "pickup_sword"
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pickup_sound = /decl/sound_category/sword_pickup_sound
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/obj/item/arrow/proc/removed() //Helper for metal rods falling apart.
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return
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@@ -27,7 +27,7 @@
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icon_state = "metal-rod"
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item_state = "bolt"
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drop_sound = 'sound/items/drop/sword.ogg'
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pickup_sound = "pickup_sword"
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pickup_sound = /decl/sound_category/sword_pickup_sound
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/obj/item/arrow/quill
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name = "vox quill"
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@@ -106,7 +106,7 @@
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if(EJECT_CASINGS) //eject casing onto ground.
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chambered.forceMove(get_turf(src))
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chambered.throw_at(get_ranged_target_turf(get_turf(src),turn(loc.dir,270),1), rand(0,1), 5)
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playsound(chambered, "casing_drop", 50, FALSE)
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playsound(chambered, /decl/sound_category/casing_drop_sound, 50, FALSE)
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if(CYCLE_CASINGS) //cycle the casing back to the end.
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if(ammo_magazine)
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ammo_magazine.stored_ammo += chambered
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@@ -188,7 +188,7 @@
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if(T)
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for(var/obj/item/ammo_casing/C in loaded)
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C.forceMove(T)
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playsound(C, "casing_drop", 50, FALSE)
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playsound(C, /decl/sound_category/casing_drop_sound, 50, FALSE)
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count++
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loaded.Cut()
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if(count)
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@@ -236,7 +236,7 @@
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item_state = "gauss_thumper"
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caliber = "gauss"
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origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2)
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fire_sound = "gauss_fire"
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fire_sound = /decl/sound_category/gauss_fire_sound
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load_method = MAGAZINE
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handle_casings = DELETE_CASINGS
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@@ -265,7 +265,7 @@
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desc = "An outdated and power hungry gauss cannon, modified to deliver high explosive rounds at high velocities."
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icon = 'icons/obj/guns/gauss_thumper.dmi'
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icon_state = "gauss_thumper"
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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_delay = 30
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charge_meter = 0
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max_shots = 3
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@@ -182,7 +182,7 @@
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if(result == PROJECTILE_FORCE_MISS && (can_miss == 0)) //if you're shooting at point blank you can't miss.
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if(!silenced)
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target_mob.visible_message("<span class='notice'>\The [src] misses [target_mob] narrowly!</span>")
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playsound(target_mob, "bulletflyby", rand(10, 50), 1)
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playsound(target_mob, /decl/sound_category/bulletflyby_sound, 50, 1)
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return FALSE
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//hit messages
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@@ -267,7 +267,7 @@
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/obj/item/projectile/magic/teleport/on_hit(var/atom/hit_atom)
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var/turf/T = get_turf(hit_atom)
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single_spark(T)
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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(isliving(hit_atom))
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blink_mob(hit_atom)
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return ..()
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