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
+1 -1
View File
@@ -38,7 +38,7 @@
else
name = ("bookcase ([newname])")
else if(attacking_item.iswrench())
playsound(src.loc, attacking_item.usesound, 100, 1)
attacking_item.play_tool_sound(get_turf(src), 100)
to_chat(user, (anchored ? "<span class='notice'>You unfasten \the [src] from the floor.</span>" : "<span class='notice'>You secure \the [src] to the floor.</span>"))
anchored = !anchored
else if(attacking_item.isscrewdriver())
+2 -2
View File
@@ -418,7 +418,7 @@
return
user.drop_from_inventory(attacking_item,src)
if(attacking_item.iswrench())
playsound(get_turf(src), attacking_item.usesound, 75, TRUE)
attacking_item.play_tool_sound(get_turf(src), 75)
if(anchored)
user.visible_message(SPAN_NOTICE("\The [user] unsecures \the [src] from the floor."),
SPAN_NOTICE("You unsecure \the [src] from the floor."),
@@ -506,7 +506,7 @@
qdel(attacking_item)
return
if(attacking_item.iswrench())
playsound(get_turf(src), attacking_item.usesound, 75, TRUE)
attacking_item.play_tool_sound(get_turf(src), 75)
if(anchored)
user.visible_message(SPAN_NOTICE("\The [user] unsecures \the [src] from the floor."), \
SPAN_NOTICE("You unsecure \the [src] from the floor."), \