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
+2 -2
View File
@@ -169,14 +169,14 @@
switch(state)
if(EMITTER_LOOSE)
state = EMITTER_BOLTED
playsound(get_turf(src), attacking_item.usesound, 75, TRUE)
attacking_item.play_tool_sound(get_turf(src), 75)
user.visible_message(SPAN_NOTICE("\The [user] secures \the [src] to the floor."), \
SPAN_NOTICE("You secure \the [src]'s external reinforcing bolts to the floor."), \
SPAN_WARNING("You hear a ratcheting noise."))
anchored = TRUE
if(EMITTER_BOLTED)
state = EMITTER_LOOSE
playsound(get_turf(src), attacking_item.usesound, 75, TRUE)
attacking_item.play_tool_sound(get_turf(src), 75)
user.visible_message(SPAN_NOTICE("\The [user] unsecures \the [src]'s reinforcing bolts from the floor."), \
SPAN_NOTICE("You undo \the [src]'s external reinforcing bolts."), \
SPAN_WARNING("You hear a ratcheting noise."))
@@ -101,7 +101,7 @@ field_generator power level display
switch(state)
if(0)
state = 1
playsound(src.loc, attacking_item.usesound, 75, 1)
attacking_item.play_tool_sound(get_turf(src), 75)
user.visible_message("[user.name] secures [src.name] to the floor.",
"You secure the external reinforcing bolts to the floor.",
"You hear ratchet")
@@ -109,7 +109,7 @@ field_generator power level display
update_icon()
if(1)
state = 0
playsound(src.loc, attacking_item.usesound, 75, 1)
attacking_item.play_tool_sound(get_turf(src), 75)
user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.",
"You undo the external reinforcing bolts.",
"You hear ratchet")
+1 -1
View File
@@ -27,7 +27,7 @@
/obj/machinery/the_singularitygen/attackby(obj/item/attacking_item, mob/user)
if(attacking_item.iswrench())
anchored = !anchored
playsound(src.loc, attacking_item.usesound, 75, 1)
attacking_item.play_tool_sound(get_turf(src), 75)
if(anchored)
user.visible_message("[user.name] secures [src.name] to the floor.",
"You secure the [src.name] to the floor.",
@@ -165,7 +165,7 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
return FALSE
/obj/structure/particle_accelerator/proc/process_tool_hit(var/obj/O, var/mob/user)
/obj/structure/particle_accelerator/proc/process_tool_hit(var/obj/item/O, var/mob/user)
if(!O || !user)
return FALSE
if(!ismob(user) || !isobj(O))
@@ -175,14 +175,14 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
switch(construction_state)//TODO:Might be more interesting to have it need several parts rather than a single list of steps
if(0)
if(O.iswrench())
playsound(get_turf(src), O.usesound, 75, TRUE)
O.play_tool_sound(get_turf(src), 75)
anchored = TRUE
user.visible_message(SPAN_NOTICE("\The [user] secures \the [src] to the floor."), \
SPAN_NOTICE("You secure the external bolts."))
temp_state++
if(1)
if(O.iswrench())
playsound(get_turf(src), O.usesound, 75, TRUE)
O.play_tool_sound(get_turf(src), 75)
anchored = FALSE
user.visible_message(SPAN_NOTICE("\The [user] detaches \the [src] from the floor."), \
SPAN_NOTICE("You remove the external bolts."))
@@ -272,7 +272,7 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
/obj/machinery/particle_accelerator/proc/update_state()
return FALSE
/obj/machinery/particle_accelerator/proc/process_tool_hit(var/obj/O, var/mob/user)
/obj/machinery/particle_accelerator/proc/process_tool_hit(var/obj/item/O, var/mob/user)
if(!O || !user)
return FALSE
if(!ismob(user) || !isobj(O))
@@ -281,14 +281,14 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
switch(construction_state)//TODO:Might be more interesting to have it need several parts rather than a single list of steps
if(0)
if(O.iswrench())
playsound(get_turf(src), O.usesound, 75, TRUE)
O.play_tool_sound(get_turf(src), 75)
anchored = TRUE
user.visible_message(SPAN_NOTICE("\The [user] secures \the [src] to the floor."), \
SPAN_NOTICE("You secure the external bolts."))
temp_state++
if(1)
if(O.iswrench())
playsound(get_turf(src), O.usesound, 75, TRUE)
O.play_tool_sound(get_turf(src), 75)
anchored = FALSE
user.visible_message(SPAN_NOTICE("\The [user] detaches \the [src] from the floor."), \
SPAN_NOTICE("You remove the external bolts."))