Updated the sound system (#18724)

* sdaf

* sdaf

* sdfa

* sadf

* sfda

* gfd

* reduce thrusters volume

* sdafsadsdaf

* sdfa

* Reduced some sound ranges and made some/more not ignore walls for loops

* health analyzers too

* ivdrip adjustment

* most tools now use play_tool_sound to have the sound played, reduced range for it
This commit is contained in:
Fluffy
2024-03-25 20:40:36 +00:00
committed by GitHub
parent 9faac2d684
commit 1b40dbce82
174 changed files with 1251 additions and 817 deletions
@@ -410,33 +410,33 @@
else if(attacking_item.isscrewdriver() && canbemoved)
if(screwed)
to_chat(user, SPAN_NOTICE("You start to unscrew \the [src] from the floor..."))
playsound(loc, attacking_item.usesound, 50, 1)
attacking_item.play_tool_sound(get_turf(src), 50)
if (do_after(user, 10/attacking_item.toolspeed SECONDS, src, DO_REPAIR_CONSTRUCT))
to_chat(user, SPAN_NOTICE("You unscrew the locker!"))
playsound(loc, attacking_item.usesound, 50, 1)
attacking_item.play_tool_sound(get_turf(src), 50)
screwed = FALSE
else if(!screwed && wrenched)
to_chat(user, SPAN_NOTICE("You start to screw the \the [src] to the floor..."))
playsound(src, 'sound/items/Welder.ogg', 80, 1)
if (do_after(user, 15/attacking_item.toolspeed SECONDS, src, DO_REPAIR_CONSTRUCT))
to_chat(user, SPAN_NOTICE("You screw \the [src]!"))
playsound(loc, attacking_item.usesound, 50, 1)
attacking_item.play_tool_sound(get_turf(src), 50)
screwed = TRUE
else if(attacking_item.iswrench() && canbemoved)
if(wrenched && !screwed)
to_chat(user, SPAN_NOTICE("You start to unfasten the bolts holding \the [src] in place..."))
playsound(loc, attacking_item.usesound, 50, 1)
attacking_item.play_tool_sound(get_turf(src), 50)
if (do_after(user, 15/attacking_item.toolspeed SECONDS, src, DO_REPAIR_CONSTRUCT))
to_chat(user, SPAN_NOTICE("You unfasten \the [src]'s bolts!"))
playsound(loc, attacking_item.usesound, 50, 1)
attacking_item.play_tool_sound(get_turf(src), 50)
wrenched = FALSE
anchored = FALSE
else if(!wrenched)
to_chat(user, SPAN_NOTICE("You start to fasten the bolts holding the locker in place..."))
playsound(loc, attacking_item.usesound, 50, 1)
attacking_item.play_tool_sound(get_turf(src), 50)
if (do_after(user, 15/attacking_item.toolspeed SECONDS, src, DO_REPAIR_CONSTRUCT))
to_chat(user, SPAN_NOTICE("You fasten the \the [src]'s bolts!"))
playsound(loc, attacking_item.usesound, 50, 1)
attacking_item.play_tool_sound(get_turf(src), 50)
wrenched = TRUE
anchored = TRUE
else if(istype(attacking_item, /obj/item/device/hand_labeler))