Adds more sounds (#3327)

Adds sounds for opening lockers, going down ladders, turning on your internals, removing and placing extinguishers in the cabinet, sounds for bone breaking and sound to the bsa.
This commit is contained in:
Alberyk
2017-08-27 16:58:34 -05:00
committed by Lohikar
parent ad4fce70c5
commit 608cf8feda
22 changed files with 19 additions and 7 deletions
+1
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@@ -376,6 +376,7 @@
if(best)
C << "<span class='notice'>You are now running on internals from [tankcheck[best]] [from] your [nicename[best]].</span>"
playsound(usr, 'sound/effects/internals.ogg', 100, 1)
C.internal = tankcheck[best]
@@ -15,8 +15,8 @@
var/storage_capacity = 40 //Tying this to mob sizes was dumb
//This is so that someone can't pack hundreds of items in a locker/crate
//then open it in a populated area to crash clients.
var/open_sound = 'sound/machines/click.ogg'
var/close_sound = 'sound/machines/click.ogg'
var/open_sound = 'sound/effects/locker_open.ogg'
var/close_sound = 'sound/effects/locker_close.ogg'
var/store_misc = 1
var/store_items = 1
@@ -135,7 +135,7 @@
src.icon_state = src.icon_closed
src.opened = 0
playsound(src.loc, close_sound, 15, 1, -3)
playsound(src.loc, close_sound, 25, 0, -3)
density = 1
return 1
@@ -21,6 +21,7 @@
contents += O
has_extinguisher = O
user << "<span class='notice'>You place [O] in [src].</span>"
playsound(src.loc, 'sound/effects/extin.ogg', 50, 0)
else
opened = !opened
else
@@ -42,6 +43,7 @@
if(has_extinguisher)
user.put_in_hands(has_extinguisher)
user << "<span class='notice'>You take [has_extinguisher] from [src].</span>"
playsound(src.loc, 'sound/effects/extout.ogg', 50, 0)
has_extinguisher = null
opened = 1
else
+2
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@@ -45,6 +45,7 @@ var/list/clown_sound = list('sound/effects/clownstep1.ogg','sound/effects/clowns
var/list/swing_hit_sound = list('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg')
var/list/hiss_sound = list('sound/voice/hiss1.ogg','sound/voice/hiss2.ogg','sound/voice/hiss3.ogg','sound/voice/hiss4.ogg')
var/list/page_sound = list('sound/effects/pageturn1.ogg', 'sound/effects/pageturn2.ogg','sound/effects/pageturn3.ogg')
var/list/fracture_sound = list('sound/effects/bonebreak1.ogg','sound/effects/bonebreak2.ogg','sound/effects/bonebreak3.ogg','sound/effects/bonebreak4.ogg')
//FOOTSTEPS
var/list/defaultfootsteps = list('sound/effects/footsteps/tile1.wav','sound/effects/footsteps/tile2.wav','sound/effects/footsteps/tile3.wav','sound/effects/footsteps/tile4.wav')
@@ -202,6 +203,7 @@ var/const/FALLOFF_SOUNDS = 0.5
if ("swing_hit") soundin = pick(swing_hit_sound)
if ("hiss") soundin = pick(hiss_sound)
if ("pageturn") soundin = pick(page_sound)
if ("fracture") soundin = pick(fracture_sound)
//if ("gunshot") soundin = pick(gun_sound)
if ("defaultstep") soundin = pick(defaultfootsteps)
if ("concretestep") soundin = pick(concretefootsteps)
+2
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@@ -954,6 +954,8 @@
if(prob(80)) T.break_tile_to_plating()
else T.break_tile()
playsound(T, 'sound/effects/yamato_fire.ogg', 75, 1)
if(M.health == 1)
M.gib()
else
@@ -26,7 +26,7 @@
dat += "Locked on<BR>"
dat += "<B>Charge progress: [reload]/180:</B><BR>"
dat += "<A href='byond://?src=\ref[src];fire=1'>Open Fire</A><BR>"
dat += "Deployment of weapon authorized by <br>[company_name] Naval Command<br><br>Remember, friendly fire is grounds for termination of your contract and life.<HR>"
dat += "Deployment of weapon authorized by <br>[company_name] Chief Naval Director<br><br>Remember, friendly fire is grounds for termination of your contract and life.<HR>"
user << browse(dat, "window=scroll")
onclose(user, "scroll")
return
@@ -43,6 +43,7 @@
if(src.reload < 180) return
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
command_announcement.Announce("Bluespace artillery fire detected. Brace for impact.")
world << sound('sound/effects/yamato_fire.ogg')
message_admins("[key_name_admin(usr)] has launched an artillery strike.", 1)
var/list/L = list()
for(var/turf/T in get_area_turfs(thearea.type))
+6 -3
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@@ -17,6 +17,7 @@
var/base_icon = "ladder"
var/const/climb_time = 2 SECONDS
var/static/list/climbsounds = list('sound/effects/ladder.ogg','sound/effects/ladder2.ogg','sound/effects/ladder3.ogg','sound/effects/ladder4.ogg')
/obj/structure/ladder/Initialize()
. = ..()
@@ -54,15 +55,15 @@
var/obj/structure/ladder/target_ladder = getTargetLadder(M)
if(!target_ladder)
return
var/obj/item/weapon/grab/G = M.l_hand
if (!istype(G))
G = M.r_hand
if(!M.Move(get_turf(src)))
to_chat(M, "<span class='notice'>You fail to reach \the [src].</span>")
return
if (istype(G))
G.affecting.forceMove(get_turf(src))
@@ -134,6 +135,8 @@
if(!A.CanPass(M, M.loc, 1.5, 0))
to_chat(M, "<span class='notice'>\The [A] is blocking \the [src].</span>")
return FALSE
playsound(src, pick(climbsounds), 50)
playsound(target_ladder, pick(climbsounds), 50)
var/obj/item/weapon/grab/G = M.l_hand
if (!istype(G))
G = M.r_hand
+1
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@@ -896,6 +896,7 @@ Note that amputating the affected organ does in fact remove the infection from t
if(owner.species && !(owner.species.flags & NO_PAIN))
owner.emote("scream")
playsound(src.loc, "fracture", 100, 1, -2)
status |= ORGAN_BROKEN
broken_description = pick("Broken","Fracture","Hairline fracture")
perma_injury = brute_dam
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