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
+4 -4
View File
@@ -265,24 +265,24 @@
if(reinf && state >= 1)
state = 3 - state
update_nearby_icons()
playsound(loc, attacking_item.usesound, 75, 1)
attacking_item.play_tool_sound(get_turf(src), 75)
to_chat(user, (state == 1 ? SPAN_NOTICE("You have unfastened the window from the frame.") : SPAN_NOTICE("You have fastened the window to the frame.")))
else if(reinf && state == 0)
anchored = !anchored
update_icon()
update_nearby_icons()
playsound(loc, attacking_item.usesound, 75, 1)
attacking_item.play_tool_sound(get_turf(src), 75)
to_chat(user, (anchored ? SPAN_NOTICE("You have fastened the frame to the floor.") : SPAN_NOTICE("You have unfastened the frame from the floor.")))
else if(!reinf)
anchored = !anchored
update_nearby_icons()
playsound(loc, attacking_item.usesound, 75, 1)
attacking_item.play_tool_sound(get_turf(src), 75)
to_chat(user, (anchored ? SPAN_NOTICE("You have fastened the window to the floor.") : SPAN_NOTICE("You have unfastened the window.")))
update_icon()
update_nearby_icons()
else if(attacking_item.iscrowbar() && reinf && state <= 1 && user.a_intent != I_HURT)
state = 1 - state
playsound(loc, attacking_item.usesound, 75, 1)
attacking_item.play_tool_sound(get_turf(src), 75)
to_chat(user, (state ? SPAN_NOTICE("You have pried the window into the frame.") : SPAN_NOTICE("You have pried the window out of the frame.")))
else if(attacking_item.iswrench() && !anchored && (!state || !reinf) && user.a_intent != I_HURT)
if(!glasstype)