adds new window cracking and message formatting (#8132)

also adds some consistency of glass sound naming schemes
and any glassbreak noises properly uses the list now in sound.dm
This commit is contained in:
Wowzewow (Wezzy)
2020-02-02 20:12:46 +08:00
committed by GitHub
parent b4abd4d685
commit 48e4227b24
30 changed files with 128 additions and 77 deletions

View File

@@ -490,7 +490,7 @@
else
if (user && !ranged)
to_chat(user, "You hit the pylon!")
playsound(get_turf(src), 'sound/effects/Glasshit.ogg', 75, 1)
playsound(get_turf(src), 'sound/effects/glass_hit.ogg', 75, 1)
else
if(prob(damagetaken))
if (user)
@@ -498,7 +498,7 @@
qdel(src)
else if (user && !ranged)
to_chat(user, "You hit the pylon!")
playsound(get_turf(src), 'sound/effects/Glasshit.ogg', 75, 1)
playsound(get_turf(src), 'sound/effects/glass_hit.ogg', 75, 1)
start_process()
@@ -507,7 +507,7 @@
"<span class='danger'>The pylon shatters into shards of crystal!</span>",
"You hear a tinkle of crystal shards"
)
playsound(get_turf(src), 'sound/effects/Glassbr3.ogg', 75, 1)
playsound(get_turf(src), "shatter", 75, 1)
isbroken = 1
if (pylonmode == 2)
//If the pylon had a soul in it then it plays a creepy evil sound as the soul is released

View File

@@ -141,7 +141,7 @@
/obj/machinery/door/airlock/glass
name = "Glass Airlock"
icon = 'icons/obj/doors/Doorglass.dmi'
hitsound = 'sound/effects/Glasshit.ogg'
hitsound = 'sound/effects/glass_hit.ogg'
open_sound_powered = 'sound/machines/windowdoor.ogg'
close_sound_powered = 'sound/machines/windowdoor.ogg'
maxhealth = 300
@@ -250,7 +250,7 @@
/obj/machinery/door/airlock/glass_command
name = "Glass Airlock"
icon = 'icons/obj/doors/Doorcomglass.dmi'
hitsound = 'sound/effects/Glasshit.ogg'
hitsound = 'sound/effects/glass_hit.ogg'
maxhealth = 300
explosion_resistance = 5
opacity = 0
@@ -261,7 +261,7 @@
/obj/machinery/door/airlock/glass_engineering
name = "Glass Airlock"
icon = 'icons/obj/doors/Doorengglass.dmi'
hitsound = 'sound/effects/Glasshit.ogg'
hitsound = 'sound/effects/glass_hit.ogg'
maxhealth = 300
explosion_resistance = 5
opacity = 0
@@ -272,7 +272,7 @@
/obj/machinery/door/airlock/glass_security
name = "Glass Airlock"
icon = 'icons/obj/doors/Doorsecglass.dmi'
hitsound = 'sound/effects/Glasshit.ogg'
hitsound = 'sound/effects/glass_hit.ogg'
maxhealth = 300
explosion_resistance = 5
opacity = 0
@@ -283,7 +283,7 @@
/obj/machinery/door/airlock/glass_medical
name = "Glass Airlock"
icon = 'icons/obj/doors/Doormedglass.dmi'
hitsound = 'sound/effects/Glasshit.ogg'
hitsound = 'sound/effects/glass_hit.ogg'
maxhealth = 300
explosion_resistance = 5
opacity = 0
@@ -312,7 +312,7 @@
/obj/machinery/door/airlock/glass_research
name = "Glass Airlock"
icon = 'icons/obj/doors/Doorresearchglass.dmi'
hitsound = 'sound/effects/Glasshit.ogg'
hitsound = 'sound/effects/glass_hit.ogg'
maxhealth = 300
explosion_resistance = 5
opacity = 0
@@ -324,7 +324,7 @@
/obj/machinery/door/airlock/glass_mining
name = "Glass Airlock"
icon = 'icons/obj/doors/Doorminingglass.dmi'
hitsound = 'sound/effects/Glasshit.ogg'
hitsound = 'sound/effects/glass_hit.ogg'
maxhealth = 300
explosion_resistance = 5
opacity = 0
@@ -335,7 +335,7 @@
/obj/machinery/door/airlock/glass_atmos
name = "Glass Airlock"
icon = 'icons/obj/doors/Dooratmoglass.dmi'
hitsound = 'sound/effects/Glasshit.ogg'
hitsound = 'sound/effects/glass_hit.ogg'
maxhealth = 300
explosion_resistance = 5
opacity = 0

View File

@@ -26,7 +26,7 @@
var/destroy_hits = 10 //How many strong hits it takes to destroy the door
var/min_force = 10 //minimum amount of force needed to damage the door with a melee weapon
var/hitsound = 'sound/weapons/smash.ogg' //sound door makes when hit with a weapon
var/hitsound_light = 'sound/effects/Glasshit.ogg'//Sound door makes when hit very gently
var/hitsound_light = 'sound/effects/glass_hit.ogg'//Sound door makes when hit very gently
var/obj/item/stack/material/steel/repairing
var/block_air_zones = 1 //If set, air zones cannot merge across the door even when it is opened.
var/open_duration = 150//How long it stays open

View File

@@ -5,7 +5,7 @@
icon_state = "left"
var/base_state = "left"
min_force = 4
hitsound = 'sound/effects/Glasshit.ogg'
hitsound = 'sound/effects/glass_hit.ogg'
maxhealth = 150 //If you change this, consiter changing ../door/window/brigdoor/ health at the bottom of this .dm file
health = 150
visible = 0.0
@@ -144,7 +144,7 @@
var/mob/living/carbon/human/H = user
if(H.species.can_shred(H))
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
playsound(src.loc, 'sound/effects/glass_hit.ogg', 75, 1)
user.visible_message("<span class='danger'>[user] smashes against [src].</span>", "<span class='danger'>You smash against [src]!</span>")
take_damage(25)
return
@@ -214,7 +214,7 @@
if(src.density && istype(I, /obj/item) && !istype(I, /obj/item/card))
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
var/aforce = I.force
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
playsound(src.loc, 'sound/effects/glass_hit.ogg', 75, 1)
visible_message("<span class='danger'>[src] was hit by [I].</span>")
if(I.damtype == BRUTE || I.damtype == BURN)
take_damage(aforce)

View File

@@ -70,7 +70,7 @@ var/list/floor_light_cache = list()
stat |= BROKEN
else
visible_message("<span class='danger'>\The [user] attacks \the [src]!</span>")
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
playsound(src.loc, 'sound/effects/glass_hit.ogg', 75, 1)
if(isnull(damaged)) damaged = 0
update_brightness()
return

View File

@@ -97,7 +97,7 @@
/obj/machinery/gumballmachine/proc/smashgumball()
icon_state = "[initialicon]_broken"
playsound(get_turf(src), 'sound/effects/Glassbr3.ogg', 75, 1)
playsound(get_turf(src), "shatter", 75, 1)
if(amountleft)
var/amountleftinside = amountleft
for(var/i = 1;i<=amountleftinside,i++)

View File

@@ -722,18 +722,18 @@ var/list/obj/machinery/newscaster/allCasters = list() //Global list that will co
if(W.force <15)
for (var/mob/O in hearers(5, src.loc))
O.show_message("[user.name] hits the [src.name] with the [W.name] with no visible effect." )
playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
playsound(src.loc, 'sound/effects/glass_hit.ogg', 100, 1)
else
src.hitstaken++
if(src.hitstaken==3)
for (var/mob/O in hearers(5, src.loc))
O.show_message("[user.name] smashes the [src.name]!" )
src.isbroken=1
playsound(src.loc, 'sound/effects/Glassbr3.ogg', 100, 1)
playsound(src.loc, "shatter", 100, 1)
else
for (var/mob/O in hearers(5, src.loc))
O.show_message("[user.name] forcefully slams the [src.name] with the [I.name]!" )
playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
playsound(src.loc, 'sound/effects/glass_hit.ogg', 100, 1)
else
to_chat(user, "<span class='notice'>This does nothing.</span>")
src.update_icon()

View File

@@ -43,7 +43,7 @@
playsound(src, "shatter", 70, 1)
update_icon()
else
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
playsound(src.loc, 'sound/effects/glass_hit.ogg', 75, 1)
return
/obj/structure/displaycase/update_icon()

View File

@@ -13,7 +13,7 @@
/obj/structure/fireaxecabinet/attack_generic(var/mob/user, var/damage, var/attack_verb, var/wallbreaker)
user.do_attack_animation(src)
playsound(user, 'sound/effects/Glasshit.ogg', 50, 1)
playsound(user, 'sound/effects/glass_hit.ogg', 50, 1)
visible_message("<span class='danger'>[user] [attack_verb] \the [src]!</span>")
if(damage_threshold > damage)
to_chat(user, "<span class='danger'>Your strike is deflected by the reinforced glass!</span>")
@@ -23,7 +23,7 @@
shattered = 1
unlocked = 1
open = 1
playsound(user, 'sound/effects/Glassbr3.ogg', 100, 1)
playsound(user, "shatter", 100, 1)
update_icon()
/obj/structure/fireaxecabinet/update_icon()

View File

@@ -97,7 +97,7 @@
/obj/structure/inflatable/proc/hit(var/damage, var/sound_effect = 1)
health = max(0, health - damage)
if(sound_effect)
playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
playsound(loc, 'sound/effects/glass_hit.ogg', 75, 1)
if(health <= 0)
deflate(1)

View File

@@ -51,7 +51,7 @@
shatter()
else
visible_message("<span class='warning'>[user] hits [src] with [I]!</span>")
playsound(src.loc, 'sound/effects/Glasshit.ogg', 70, 1)
playsound(src.loc, 'sound/effects/glass_hit.ogg', 70, 1)
/obj/structure/mirror/attack_generic(var/mob/user, var/damage)

View File

@@ -26,24 +26,24 @@
. = ..(user)
if(health == maxhealth)
to_chat(user, "<span class='notice'>It looks fully intact.</span>")
to_chat(user, span("notice", "It looks fully intact."))
else
var/perc = health / maxhealth
if(perc > 0.75)
to_chat(user, "<span class='notice'>It has a few cracks.</span>")
to_chat(user, span("notice", "It has a few cracks."))
else if(perc > 0.5)
to_chat(user, "<span class='warning'>It looks slightly damaged.</span>")
to_chat(user, span("warning", "It looks slightly damaged."))
else if(perc > 0.25)
to_chat(user, "<span class='warning'>It looks moderately damaged.</span>")
to_chat(user, span("warning", "It looks moderately damaged."))
else
to_chat(user, "<span class='danger'>It looks heavily damaged.</span>")
to_chat(user, span("danger", "It looks heavily damaged."))
if(silicate)
if (silicate < 30)
to_chat(user, "<span class='notice'>It has a thin layer of silicate.</span>")
to_chat(user, span("notice", "It has a thin layer of silicate."))
else if (silicate < 70)
to_chat(user, "<span class='notice'>It is covered in silicate.</span>")
to_chat(user, span("notice", "It is covered in silicate."))
else
to_chat(user, "<span class='notice'>There is a thick layer of silicate covering it.</span>")
to_chat(user, span("notice", "There is a thick layer of silicate covering it."))
/obj/structure/window/proc/take_damage(var/damage = 0, var/sound_effect = 1)
var/initialhealth = health
@@ -57,13 +57,16 @@
shatter()
else
if(sound_effect)
playsound(loc, 'sound/effects/Glasshit.ogg', 100, 1)
playsound(loc, 'sound/effects/glass_hit.ogg', 100, 1)
if(health < maxhealth / 4 && initialhealth >= maxhealth / 4)
visible_message("[src] looks like it's about to shatter!" )
visible_message(span("danger", "[src] looks like it's about to shatter!"))
playsound(loc, "glasscrack", 100, 1)
else if(health < maxhealth / 2 && initialhealth >= maxhealth / 2)
visible_message("[src] looks seriously damaged!" )
visible_message(span("warning", "[src] looks seriously damaged!"))
playsound(loc, "glasscrack", 100, 1)
else if(health < maxhealth * 3/4 && initialhealth >= maxhealth * 3/4)
visible_message("Cracks begin to appear in [src]!" )
visible_message(span("warning", "Cracks begin to appear in [src]!"))
playsound(loc, "glasscrack", 100, 1)
return
/obj/structure/window/proc/apply_silicate(var/amount)
@@ -86,7 +89,7 @@
/obj/structure/window/proc/shatter(var/display_message = 1)
playsound(src, "shatter", 70, 1)
if(display_message)
visible_message("[src] shatters!")
visible_message(span("warning", "\The [src] shatters!"))
if(dir == SOUTHWEST)
var/index = null
index = 0
@@ -154,7 +157,7 @@
/obj/structure/window/hitby(AM as mob|obj)
..()
visible_message("<span class='danger'>[src] was hit by [AM].</span>")
visible_message(span("danger", "[src] was hit by [AM]."))
var/tforce = 0
if(ismob(AM))
tforce = 40
@@ -172,7 +175,7 @@
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(HULK in user.mutations)
user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!"))
user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
user.visible_message(span("danger", "[user] smashes through [src]!"))
user.do_attack_animation(src)
shatter()
@@ -183,13 +186,13 @@
attack_generic(H,25)
return
playsound(src.loc, 'sound/effects/glassknock.ogg', 90, 1)
playsound(src.loc, 'sound/effects/glass_knock.ogg', 90, 1)
user.do_attack_animation(src)
user.visible_message("<span class='danger'>\The [user] bangs against \the [src]!</span>",
"<span class='danger'>You bang against \the [src]!</span>",
user.visible_message(span("danger", "\The [user] bangs against \the [src]!"),
span("danger", "You bang against \the [src]!"),
"You hear a banging sound.")
else
playsound(src.loc, 'sound/effects/glassknock.ogg', 60, 1)
playsound(src.loc, 'sound/effects/glass_knock.ogg', 60, 1)
user.visible_message("[user] knocks on \the [src.name].",
"You knock on \the [src.name].",
"You hear a knocking sound.")
@@ -198,17 +201,17 @@
/obj/structure/window/attack_generic(var/mob/user, var/damage)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(damage >= 10)
visible_message("<span class='danger'>[user] smashes into [src]!</span>")
visible_message(span("danger", "[user] smashes into [src]!"))
take_damage(damage)
else
visible_message("<span class='notice'>\The [user] bonks \the [src] harmlessly.</span>")
playsound(src.loc, 'sound/effects/Glasshit.ogg', 10, 1, -2)
visible_message(span("notice", "\The [user] bonks \the [src] harmlessly."))
playsound(src.loc, 'sound/effects/glass_hit.ogg', 10, 1, -2)
user.do_attack_animation(src)
return 1
/obj/structure/window/do_simple_ranged_interaction(var/mob/user)
visible_message(span("notice", "Something knocks on \the [src]."))
playsound(loc, 'sound/effects/Glasshit.ogg', 50, 1)
playsound(loc, 'sound/effects/glass_hit.ogg', 50, 1)
return TRUE
/obj/structure/window/attackby(obj/item/W as obj, mob/user as mob)
@@ -226,26 +229,26 @@
state = 3 - state
update_nearby_icons()
playsound(loc, W.usesound, 75, 1)
to_chat(user, (state == 1 ? "<span class='notice'>You have unfastened the window from the frame.</span>" : "<span class='notice'>You have fastened the window to the frame.</span>"))
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_nearby_icons()
playsound(loc, W.usesound, 75, 1)
to_chat(user, (anchored ? "<span class='notice'>You have fastened the frame to the floor.</span>" : "<span class='notice'>You have unfastened the frame from the floor.</span>"))
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, W.usesound, 75, 1)
to_chat(user, (anchored ? "<span class='notice'>You have fastened the window to the floor.</span>" : "<span class='notice'>You have unfastened the window.</span>"))
to_chat(user, (anchored ? span("notice", "You have fastened the window to the floor.") : span("notice", "You have unfastened the window.")))
else if(W.iscrowbar() && reinf && state <= 1)
state = 1 - state
playsound(loc, W.usesound, 75, 1)
to_chat(user, (state ? "<span class='notice'>You have pried the window into the frame.</span>" : "<span class='notice'>You have pried the window out of the frame.</span>"))
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(W.iswrench() && !anchored && (!state || !reinf))
if(!glasstype)
to_chat(user, "<span class='notice'>You're not sure how to dismantle \the [src] properly.</span>")
to_chat(user, span("notice", "You're not sure how to dismantle \the [src] properly."))
else
visible_message("<span class='notice'>[user] dismantles \the [src].</span>")
visible_message(span("notice", "[user] dismantles \the [src]."))
if(dir == SOUTHWEST)
var/obj/item/stack/material/mats = new glasstype(loc)
mats.amount = is_fulltile() ? 4 : 2
@@ -262,7 +265,7 @@
update_nearby_icons()
step(src, get_dir(user, src))
else
playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
playsound(loc, 'sound/effects/glass_hit.ogg', 75, 1)
..()
return
@@ -277,17 +280,17 @@
var/blocked = M.run_armor_check(def_zone, "melee")
switch (state)
if(1)
M.visible_message("<span class='warning'>[user] slams [M] against \the [src]!</span>")
M.visible_message(span("warning", "[user] slams [M] against \the [src]!"))
M.apply_damage(7, damtype, def_zone, blocked, src)
hit(10)
if(2)
M.visible_message("<span class='danger'>[user] bashes [M] against \the [src]!</span>")
M.visible_message(span("danger", "[user] bashes [M] against \the [src]!"))
if (prob(50))
M.Weaken(1)
M.apply_damage(10, damtype, def_zone, blocked, src)
hit(25)
if(3)
M.visible_message("<span class='danger'><big>[user] crushes [M] against \the [src]!</big></span>")
M.visible_message(span("danger", "<big>[user] crushes [M] against \the [src]!</big>"))
M.Weaken(5)
M.apply_damage(20, damtype, def_zone, blocked, src)
hit(50)

View File

@@ -37,9 +37,9 @@
#define SPACE UNDERWATER
var/list/shatter_sound = list(
'sound/effects/Glassbr1.ogg',
'sound/effects/Glassbr2.ogg',
'sound/effects/Glassbr3.ogg'
'sound/effects/glass_break1.ogg',
'sound/effects/glass_break2.ogg',
'sound/effects/glass_break3.ogg'
)
var/list/explosion_sound = list(
'sound/effects/Explosion1.ogg',
@@ -163,6 +163,12 @@ var/list/pickaxesounds = list(
'sound/weapons/mine/pickaxe3.ogg',
'sound/weapons/mine/pickaxe4.ogg'
)
var/list/glasscrack_sound = list(
'sound/effects/glass_crack1.ogg',
'sound/effects/glass_crack2.ogg',
'sound/effects/glass_crack3.ogg',
'sound/effects/glass_crack4.ogg'
)
var/list/footstepfx = list("defaultstep","concretestep","grassstep","dirtstep","waterstep","sandstep", "gravelstep")
@@ -373,4 +379,5 @@ var/list/footstepfx = list("defaultstep","concretestep","grassstep","dirtstep","
if ("switch") soundin = pick(switchsounds)
if ("keyboard") soundin = pick(keyboardsounds)
if ("pickaxe") soundin = pick(pickaxesounds)
if ("glasscrack") soundin = pick(glasscrack_sound)
return soundin

View File

@@ -131,9 +131,9 @@ var/static/list/scarySounds = list(
'sound/voice/hiss4.ogg',
'sound/voice/hiss5.ogg',
'sound/voice/hiss6.ogg',
'sound/effects/Glassbr1.ogg',
'sound/effects/Glassbr2.ogg',
'sound/effects/Glassbr3.ogg',
'sound/effects/glass_break1.ogg',
'sound/effects/glass_break2.ogg',
'sound/effects/glass_break3.ogg',
'sound/items/Welder.ogg',
'sound/items/Welder2.ogg',
'sound/machines/airlock.ogg',

View File

@@ -110,9 +110,9 @@ mob/living/carbon/proc/handle_hallucinations()
if(prob(50)) sound_to(src, 'sound/effects/Explosion1.ogg')
else sound_to(src, 'sound/effects/Explosion2.ogg')
if(3) sound_to(src, 'sound/effects/explosionfar.ogg')
if(4) sound_to(src, 'sound/effects/Glassbr1.ogg')
if(5) sound_to(src, 'sound/effects/Glassbr2.ogg')
if(6) sound_to(src, 'sound/effects/Glassbr3.ogg')
if(4) sound_to(src, 'sound/effects/glass_break1.ogg')
if(5) sound_to(src, 'sound/effects/glass_break2.ogg')
if(6) sound_to(src, 'sound/effects/glass_break3.ogg')
if(7) sound_to(src, 'sound/machines/twobeep.ogg')
if(8) sound_to(src, 'sound/machines/windowdoor.ogg')
if(9)

View File

@@ -178,7 +178,7 @@
update_nearby_icons()
step(src, get_dir(user, src))
else
playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
playsound(loc, 'sound/effects/glass_hit.ogg', 75, 1)
..()
return
@@ -202,7 +202,7 @@
if(src.density && istype(I, /obj/item) && !istype(I, /obj/item/card))
var/aforce = I.force
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
playsound(src.loc, 'sound/effects/glass_hit.ogg', 75, 1)
visible_message("<span class='danger'>[src] was hit by [I].</span>")
if(I.damtype == BRUTE || I.damtype == BURN)
take_damage(aforce)

View File

@@ -284,8 +284,8 @@ var/list/name_to_material
reflectivity = 0.6
conductivity = 1
shard_type = SHARD_SHARD
tableslam_noise = 'sound/effects/Glasshit.ogg'
hitsound = 'sound/effects/Glasshit.ogg'
tableslam_noise = 'sound/effects/glass_hit.ogg'
hitsound = 'sound/effects/glass_hit.ogg'
hardness = 100
stack_origin_tech = list(TECH_MATERIAL = 6)
golem = "Diamond Golem"
@@ -456,7 +456,7 @@ var/list/name_to_material
opacity = 0.3
integrity = 100
shard_type = SHARD_SHARD
tableslam_noise = 'sound/effects/Glasshit.ogg'
tableslam_noise = 'sound/effects/glass_hit.ogg'
hardness = 30
weight = 15
protectiveness = 0 // 0%
@@ -550,7 +550,7 @@ var/list/name_to_material
opacity = 0.3
integrity = 100
shard_type = SHARD_SHARD
tableslam_noise = 'sound/effects/Glasshit.ogg'
tableslam_noise = 'sound/effects/glass_hit.ogg'
hardness = 40
weight = 30
stack_origin_tech = list(TECH_MATERIAL = 2)
@@ -569,7 +569,7 @@ var/list/name_to_material
opacity = 0.3
integrity = 100
shard_type = SHARD_SHARD
tableslam_noise = 'sound/effects/Glasshit.ogg'
tableslam_noise = 'sound/effects/glass_hit.ogg'
hardness = 40
weight = 30
stack_origin_tech = list(TECH_MATERIAL = 2)

View File

@@ -356,7 +356,7 @@
death_message = "shatters into many shards!"
death_message_range = 7
death_sound = 'sound/effects/Glassbr1.ogg'
death_sound = "shatter"
heat_level_1 = T0C+350
heat_level_2 = T0C+550

View File

@@ -181,5 +181,5 @@
status = LIGHT_BROKEN
force = 5
sharp = 1
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
playsound(src.loc, 'sound/effects/glass_hit.ogg', 75, 1)
update()

View File

@@ -520,7 +520,7 @@
if(!skip_sound_and_sparks)
if(status == LIGHT_OK || status == LIGHT_BURNED)
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
playsound(src.loc, 'sound/effects/glass_hit.ogg', 75, 1)
if(!stat)
spark(src, 3)
status = LIGHT_BROKEN