Files
Cody Brittain 9b5f89a717 Ports Turf Fires (#21659)
Adds turf fires (ported from Baystation, which ported them from
Shiptest), which are now used instead of ZAS fires for fuel decals and
flamethrowers. They also supplement ZAS fires in especially bad atmos
fires.

This makes flamethrowers and related objects more suitable for AOE
denial, rather than cooking the room (including yourself). They still do
the latter, but less so than a gaseous fire.

To make flamethrowers actually useful against them, simple mobs now take
brute damage when on fire.

### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:

| Path | Original Author | License |
| --- | --- | --- |
| sound/weapons/flamethrower/flamethrower1.ogg |
[rye-rice](https://github.com/rye-rice) (Shiptest) | CC-BY-SA 3.0 |
| sound/weapons/flamethrower/flamethrower2.ogg |
[rye-rice](https://github.com/rye-rice) (Shiptest) | CC-BY-SA 3.0 |
| sound/weapons/flamethrower/flamethrower3.ogg |
[rye-rice](https://github.com/rye-rice) (Shiptest) | CC-BY-SA 3.0 |
| sound/weapons/flamethrower/flamethrower_empty.ogg |
[rye-rice](https://github.com/rye-rice) (Shiptest) | CC-BY-SA 3.0 |
| icons/effects/particles/smoke.dmi |
[rye-rice](https://github.com/shiptest-ss13/Shiptest/commits?author=rye-rice)
(Shiptest) | CC-BY-SA 3.0 |
| icons/effects/turf_fire.dmi | CM Dev (cmss13) | CC-BY-SA 3.0 |
2026-01-31 01:41:11 +00:00

185 lines
7.0 KiB
Plaintext

//max channel is 1024. Only go lower from here, because byond tends to pick the first available channel to play sounds on
#define CHANNEL_MASTER_VOLUME 1024
#define CHANNEL_LOBBYMUSIC 1023
#define CHANNEL_ADMIN 1022
#define CHANNEL_VOX 1021
#define CHANNEL_JUKEBOX 1020
#define CHANNEL_HEARTBEAT 1019 //sound channel for heartbeats
#define CHANNEL_AMBIENCE 1018
#define CHANNEL_BUZZ 1017
#define CHANNEL_SOUND_EFFECTS 1016
#define CHANNEL_SOUND_FOOTSTEPS 1015
#define CHANNEL_WEATHER 1014
#define CHANNEL_MACHINERY 1013
#define CHANNEL_INSTRUMENTS 1012
#define CHANNEL_MOB_SOUNDS 1011
/// Default range of a sound.
#define SOUND_RANGE 17
#define MEDIUM_RANGE_SOUND_EXTRARANGE -5
/// Default extra range for sounds considered to be quieter
#define SHORT_RANGE_SOUND_EXTRARANGE -9
/// The range deducted from sound range for things that are considered silent / sneaky
#define SILENCED_SOUND_EXTRARANGE -11
/// Percentage of sound's range where no falloff is applied
/// For a normal sound this would be 1 tile of no falloff
#define SOUND_DEFAULT_FALLOFF_DISTANCE 1
/// The default exponent of sound falloff
#define SOUND_FALLOFF_EXPONENT 6
//THIS SHOULD ALWAYS BE THE LOWEST ONE!
//KEEP IT UPDATED
#define CHANNEL_HIGHEST_AVAILABLE 1011
#define MAX_INSTRUMENT_CHANNELS (128 * 6)
#define SOUND_MINIMUM_PRESSURE 10
#define INTERACTION_SOUND_RANGE_MODIFIER -3
#define EQUIP_SOUND_VOLUME 30
#define PICKUP_SOUND_VOLUME 15
#define DROP_SOUND_VOLUME 20
#define BLOCK_SOUND_VOLUME 70
//default byond sound environments
#define SOUND_ENVIRONMENT_OFF -2
#define SOUND_ENVIRONMENT_NONE -1
#define SOUND_ENVIRONMENT_GENERIC 0
#define SOUND_ENVIRONMENT_PADDED_CELL 1
#define SOUND_ENVIRONMENT_ROOM 2
#define SOUND_ENVIRONMENT_BATHROOM 3
#define SOUND_ENVIRONMENT_LIVINGROOM 4
#define SOUND_ENVIRONMENT_STONEROOM 5
#define SOUND_ENVIRONMENT_AUDITORIUM 6
#define SOUND_ENVIRONMENT_CONCERT_HALL 7
#define SOUND_ENVIRONMENT_CAVE 8
#define SOUND_ENVIRONMENT_ARENA 9
#define SOUND_ENVIRONMENT_HANGAR 10
#define SOUND_ENVIRONMENT_CARPETED_HALLWAY 11
#define SOUND_ENVIRONMENT_HALLWAY 12
#define SOUND_ENVIRONMENT_STONE_CORRIDOR 13
#define SOUND_ENVIRONMENT_ALLEY 14
#define SOUND_ENVIRONMENT_FOREST 15
#define SOUND_ENVIRONMENT_CITY 16
#define SOUND_ENVIRONMENT_MOUNTAINS 17
#define SOUND_ENVIRONMENT_QUARRY 18
#define SOUND_ENVIRONMENT_PLAIN 19
#define SOUND_ENVIRONMENT_PARKING_LOT 20
#define SOUND_ENVIRONMENT_SEWER_PIPE 21
#define SOUND_ENVIRONMENT_UNDERWATER 22
#define SOUND_ENVIRONMENT_DRUGGED 23
#define SOUND_ENVIRONMENT_DIZZY 24
#define SOUND_ENVIRONMENT_PSYCHOTIC 25
//If we ever make custom ones add them here
#define SOUND_ENVIROMENT_PHASED list(1.8, 0.5, -1000, -4000, 0, 5, 0.1, 1, -15500, 0.007, 2000, 0.05, 0.25, 1, 1.18, 0.348, -5, 2000, 250, 0, 3, 100, 63)
//"sound areas": easy way of keeping different types of areas consistent.
#define SOUND_AREA_STANDARD_STATION SOUND_ENVIRONMENT_PARKING_LOT
#define SOUND_AREA_LARGE_ENCLOSED SOUND_ENVIRONMENT_QUARRY
#define SOUND_AREA_SMALL_ENCLOSED SOUND_ENVIRONMENT_BATHROOM
#define SOUND_AREA_TUNNEL_ENCLOSED SOUND_ENVIRONMENT_STONEROOM
#define SOUND_AREA_LARGE_SOFTFLOOR SOUND_ENVIRONMENT_CARPETED_HALLWAY
#define SOUND_AREA_MEDIUM_SOFTFLOOR SOUND_ENVIRONMENT_LIVINGROOM
#define SOUND_AREA_SMALL_SOFTFLOOR SOUND_ENVIRONMENT_ROOM
#define SOUND_AREA_ASTEROID SOUND_ENVIRONMENT_CAVE
#define SOUND_AREA_SPACE SOUND_ENVIRONMENT_UNDERWATER
#define SOUND_AREA_LAVALAND SOUND_ENVIRONMENT_MOUNTAINS
#define SOUND_AREA_ICEMOON SOUND_ENVIRONMENT_CAVE
#define SOUND_AREA_WOODFLOOR SOUND_ENVIRONMENT_CITY
/**
* List of all of our sound keys.
* Used with /datum/sound_effect as the key.
* See also 'code\game\sound\sound_keys\sound_keys.dm'
*/
#define SFX_ANIMAL_BEAR "animal_bear"
#define SFX_ARCADE "arcade"
#define SFX_BODYFALL "bodyfall"
#define SFX_BODYFALL_MACHINE "bodyfall_machine"
#define SFX_BODYFALL_SKRELL "bodyfall_skrell"
#define SFX_BOTTLE_HIT_BROKEN "bottle_hit_broken"
#define SFX_BOTTLE_HIT_INTACT "bottle_hit_intact"
#define SFX_BREAK_CARDBOARD "break_cardboard"
#define SFX_BREAK_GLASS "break_glass"
#define SFX_BREAK_WOOD "break_wood"
#define SFX_BULLET_MISS "bullet_miss"
#define SFX_BUTTON "button"
#define SFX_CASING_DROP "casing_drop"
#define SFX_CASING_DROP_SHOTGUN "casing_drop_shotgun"
#define SFX_COMPUTER_BEEP "computer_beep"
#define SFX_COMPUTER_BOOP "computer_boop"
#define SFX_CROWBAR "crowbar"
#define SFX_DRILL_HIT "drill_hit"
#define SFX_DROP "drop"
#define SFX_ELECTRICAL_HUM "electrical_hum"
#define SFX_ELECTRICAL_SPARK "electrical_sparm"
#define SFX_EQUIP_SWORD "equip_sword"
#define SFX_EXPLOSION "explosion"
#define SFX_FIRE "fire"
#define SFX_FOOTSTEP_ASTEROID "footstep_asteroid"
#define SFX_FOOTSTEP_BLANK "footstep_blank"
#define SFX_FOOTSTEP_CARPET "footstep_carpet"
#define SFX_FOOTSTEP_CATWALK "footstep_catwalk"
#define SFX_FOOTSTEP_CLOWN "footstep_clown"
#define SFX_FOOTSTEP_GRASS "footstep_grass"
#define SFX_FOOTSTEP_LAVA "footstep_lava"
#define SFX_FOOTSTEP_PLATING "footstep_plating"
#define SFX_FOOTSTEP_SAND "footstep_sand"
#define SFX_FOOTSTEP_SKRELL "footstep_skrell"
#define SFX_FOOTSTEP_SNOW "footstep_snow"
#define SFX_FOOTSTEP_TILES "footstep_tiles"
#define SFX_FOOTSTEP_UNATHI "footstep_unathi"
#define SFX_FOOTSTEP_WATER "footstep_water"
#define SFX_FOOTSTEP_WOOD "footstep_wood"
#define SFX_FRACTURE "fracture"
#define SFX_GLASS_CRACK "glass_crack"
#define SFX_GRAB "grab"
#define SFX_GUNSHOT_ANY "gunshot_any"
#define SFX_GUNSHOT_BALLISTIC "gunshot_ballistic"
#define SFX_GUNSHOT_ENERGY "gunshot_energy"
#define SFX_HAMMER "hammer"
#define SFX_HATCH_CLOSE "hatch_close"
#define SFX_HATCH_OPEN "hatch_open"
#define SFX_HISS "hiss"
#define SFX_HIVEBOT_MELEE "hivebot_melee"
#define SFX_HIVEBOT_WAIL "hivebot_wail"
#define SFX_KEYBOARD "keyboard"
#define SFX_OINTMENT "ointment"
#define SFX_OUT_OF_AMMO "out_of_ammo"
#define SFX_OUT_OF_AMMO_REVOLVER "out_of_ammo_revolver"
#define SFX_OUT_OF_AMMO_RIFLE "out_of_ammo_rifle"
#define SFX_OUT_OF_AMMO_SHOTGUN "out_of_ammo_shotgun"
#define SFX_PAGE_TURN "page_turn"
#define SFX_PICKAXE "pickaxe"
#define SFX_PICKUP "pickup"
#define SFX_PICKUP_SWORD "pickup_sword"
#define SFX_POUR "pour"
#define SFX_PRINT "print"
#define SFX_PUMP_SHOTGUN "pump_shotgun"
#define SFX_PUNCH "punch"
#define SFX_PUNCH_BASSY "punch_bassy"
#define SFX_PUNCH_MISS "punch_miss"
#define SFX_RELOAD_HMG "reload_hmg"
#define SFX_RELOAD_METAL_SLIDE "reload_metal_slide"
#define SFX_RELOAD_POLYMER_SLIDE "reload_polymer_slide"
#define SFX_RELOAD_REVOLVER "reload_revolver"
#define SFX_RELOAD_RIFLE_SLIDE "reload_rifle_slide"
#define SFX_RELOAD_SHOTGUN "reload_shotgun"
#define SFX_RIP "rip"
#define SFX_ROBOT_TALK "robot_talk"
#define SFX_RUSTLE "rustle"
#define SFX_SCREWDRIVER "screwdriver"
#define SFX_SHAKER_LID_OFF "shaker_lid_off"
#define SFX_SHAKER_SHAKING "shaker_shaking"
#define SFX_SHOOT_GAUSS "shoot_gauss"
#define SFX_SHOVEL "shovel"
#define SFX_SM_CALM "sm_calm"
#define SFX_SM_DELAM "sm_delam"
#define SFX_SPARKS "sfx_sparks"
#define SFX_STEAM_PIPE "steam_pipe"
#define SFX_SWING_HIT "swing_hit"
#define SFX_SWITCH "switch"
#define SFX_TRAY_HIT "tray_hit"
#define SFX_WIELD "wield"