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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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@@ -43,7 +43,7 @@
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/area/exoplanet/grass/play_ambience(var/mob/living/L)
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..()
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if(L && L.client && (L.client.prefs.sfx_toggles & ASFX_AMBIENCE) && !L.ear_deaf)
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L.playsound_to(get_turf(L),sound('sound/ambience/jungle.ogg', repeat = 1, wait = 0, volume = 25, channel = 1))
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L.playsound_local(get_turf(L),sound('sound/ambience/jungle.ogg', repeat = 1, wait = 0, volume = 25, channel = CHANNEL_AMBIENCE))
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/area/exoplanet/grass/grove
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base_turf = /turf/simulated/floor/exoplanet/grass/grove
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@@ -224,7 +224,7 @@
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for(var/mob/living/carbon/human/H in GLOB.human_mob_list)
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if(AreConnectedZLevels(H.z, z))
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to_chat(H, SPAN_WARNING("The flooring below you vibrates a little as shells fly by the hull of the ship!"))
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H.playsound_simple(null, 'sound/effects/explosionfar.ogg', 25)
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H.playsound_local(null, 'sound/effects/explosionfar.ogg', 25)
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shake_camera(H, 2, 2)
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..()
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if(ammo.touch_map_edge(z))
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@@ -198,7 +198,7 @@
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if(!removed)
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return 0
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. = calculate_thrust(removed)
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playsound(loc, 'sound/machines/thruster.ogg', 100 * thrust_limit * power_modifier, 0, world.view * 4, 0.1, is_global = TRUE)
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playsound(loc, 'sound/machines/thruster.ogg', 70 * thrust_limit * power_modifier, 0, world.view * 4, 0.1)
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if(network)
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network.update = 1
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@@ -349,7 +349,7 @@ var/const/OVERMAP_SPEED_CONSTANT = (1 SECOND)
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else
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to_chat(L, SPAN_WARNING("The ship turns beneath you, but the artificial gravity keeps you on your feet."))
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shake_camera(L, 1 SECOND, 2)
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L.playsound_simple(soundin = 'sound/machines/thruster.ogg', volume = 50)
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L.playsound_local(soundin = 'sound/machines/thruster.ogg', vol = 50)
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last_combat_turn = world.time
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/obj/effect/overmap/visitable/ship/proc/combat_roll(var/new_dir)
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