Files
5682f3c651 Per-source movement sounds. (#22800)
Movement sounds for mobs are now handled by a single component. Movement
sounds are fed into it through signals, which contain both a movement
source (like an item for a mob, causing the sound) and a list of sounds
to pick from.

To-do:

- [x] Figure out how to do barefoot species sounds
- [x] Maybe movement sounds for simple mobs
- [x] More movement sounds for other items

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2026-07-23 18:29:50 +00:00

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//Syndicate rig
/obj/item/clothing/head/helmet/space/void/merc
name = "blood-red voidsuit helmet"
desc = "An advanced helmet designed for work in special operations. Property of Hammertail Smiths."
icon = 'icons/obj/clothing/voidsuit/mercenary.dmi'
icon_state = "syndie_helm"
item_state = "syndie_helm"
contained_sprite = TRUE
icon_supported_species_tags = list("skr", "taj", "una", "ipc")
refittable_species = list(BODYTYPE_HUMAN, BODYTYPE_TAJARA, BODYTYPE_IPC, BODYTYPE_UNATHI, BODYTYPE_SKRELL)
armor = list(
MELEE = ARMOR_MELEE_RESISTANT,
BULLET = ARMOR_BALLISTIC_MEDIUM,
LASER = ARMOR_LASER_PISTOL,
ENERGY = ARMOR_ENERGY_MINOR,
BOMB = ARMOR_BOMB_PADDED,
BIO = ARMOR_BIO_SHIELDED,
RAD = ARMOR_RAD_SMALL
)
siemens_coefficient = 0.35
species_restricted = list(BODYTYPE_HUMAN)
light_overlay = "merc_voidsuit_lights"
camera = /obj/structure/machinery/camera/network/mercenary
light_range = 6
light_color = "#ffffff"
/obj/item/clothing/suit/space/void/merc
name = "blood-red voidsuit"
desc = "An advanced suit that protects against injuries during special operations. Property of Hammertail Smiths."
icon = 'icons/obj/clothing/voidsuit/mercenary.dmi'
icon_state = "syndie"
item_state = "syndie"
contained_sprite = TRUE
icon_supported_species_tags = list("skr", "taj", "una", "ipc")
slowdown = 0.5
w_class = WEIGHT_CLASS_NORMAL
armor = list(
MELEE = ARMOR_MELEE_RESISTANT,
BULLET = ARMOR_BALLISTIC_MEDIUM,
LASER = ARMOR_LASER_PISTOL,
ENERGY = ARMOR_ENERGY_MINOR,
BOMB = ARMOR_BOMB_PADDED,
BIO = ARMOR_BIO_SHIELDED,
RAD = ARMOR_RAD_SMALL
)
allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
siemens_coefficient = 0.35
species_restricted = list(BODYTYPE_HUMAN, BODYTYPE_SKRELL)
refittable_species = list(BODYTYPE_HUMAN, BODYTYPE_TAJARA, BODYTYPE_IPC, BODYTYPE_UNATHI, BODYTYPE_SKRELL)
movement_sounds = SFX_ARMOURED_VOIDSUIT_FOOTSTEPS
/obj/item/clothing/head/helmet/space/void/merc/unathi
refit_initialize = BODYTYPE_UNATHI
/obj/item/clothing/suit/space/void/merc/unathi
refit_initialize = BODYTYPE_UNATHI