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