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Explosion Audio (#1057)
Adds directional audio for explosions and fixes a variety of sound issues with them. Adds screenshaking for explosions Tweaks volumes and adds missing sounds for several window/airlock interactions. Also fixes some runtime errors here and there which were discovered during testing, mostly just adding safeties
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@@ -174,7 +174,7 @@
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/obj/structure/window/attack_tk(mob/user as mob)
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user.visible_message("<span class='notice'>Something knocks on [src].</span>")
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playsound(loc, 'sound/effects/Glasshit.ogg', 50, 1)
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playsound(loc, 'sound/effects/Glasshit.ogg', 60, 1)
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/obj/structure/window/attack_hand(mob/user as mob)
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if(HULK in user.mutations)
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@@ -191,26 +191,25 @@
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attack_generic(H,25)
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return
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playsound(src.loc, 'sound/effects/glassknock.ogg', 80, 1)
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playsound(src.loc, 'sound/effects/glassknock.ogg', 90, 1)
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user.do_attack_animation(src)
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usr.visible_message("\red [usr.name] bangs against the [src.name]!",
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"\red You bang against the [src.name]!",
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"You hear a banging sound.")
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else
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playsound(src.loc, 'sound/effects/glassknock.ogg', 80, 1)
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playsound(src.loc, 'sound/effects/glassknock.ogg', 60, 1)
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usr.visible_message("[usr.name] knocks on the [src.name].",
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"You knock on the [src.name].",
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"You hear a knocking sound.")
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return
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/obj/structure/window/attack_generic(var/mob/user, var/damage)
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if(!damage)
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return
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if(damage >= 10)
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visible_message("<span class='danger'>[user] smashes into [src]!</span>")
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take_damage(damage)
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else
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visible_message("<span class='notice'>\The [user] bonks \the [src] harmlessly.</span>")
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 7, 1, -1)
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user.do_attack_animation(src)
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return 1
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