diff --git a/code/game/objects/items/toys.dm b/code/game/objects/items/toys.dm index 113ede9b99f..ae4af06679f 100644 --- a/code/game/objects/items/toys.dm +++ b/code/game/objects/items/toys.dm @@ -862,14 +862,13 @@ obj/item/toy/singlecard/attack_self(mob/user) /obj/item/toy/nuke/attack_self(mob/user) if (cooldown < world.time) cooldown = world.time + 3000 //5 minutes - user.visible_message("[user] presses a button on [src]", "You activate [src], it plays a loud noise!", "You hear the click of a button.") - sleep(5) - icon_state = "nuketoy" - for (var/mob/M in hearers(world.view, user)) //I'm doing this because playsound's dampening/stereo ruins the effect - if (M.client && !M.ear_deaf) - M << 'sound/machines/Alarm.ogg' - sleep(135) - icon_state = "nuketoyidle" + spawn() //gia said so + user.visible_message("[user] presses a button on [src]", "You activate [src], it plays a loud noise!", "You hear the click of a button.") + sleep(5) + icon_state = "nuketoy" + playsound(src, 'sound/machines/Alarm.ogg', 100, 0, surround = 0) + sleep(135) + icon_state = "nuketoyidle" diff --git a/code/game/sound.dm b/code/game/sound.dm index cf876319587..eed7b1c3bed 100644 --- a/code/game/sound.dm +++ b/code/game/sound.dm @@ -1,4 +1,4 @@ -/proc/playsound(var/atom/source, soundin, vol as num, vary, extrarange as num, falloff) +/proc/playsound(var/atom/source, soundin, vol as num, vary, extrarange as num, falloff, surround = 1) soundin = get_sfx(soundin) // same sound for everyone @@ -17,12 +17,12 @@ if(get_dist(M, turf_source) <= world.view + extrarange) var/turf/T = get_turf(M) if(T && T.z == turf_source.z) - M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff) + M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, surround) var/const/FALLOFF_SOUNDS = 1 var/const/SURROUND_CAP = 7 -/mob/proc/playsound_local(var/turf/turf_source, soundin, vol as num, vary, frequency, falloff) +/mob/proc/playsound_local(var/turf/turf_source, soundin, vol as num, vary, frequency, falloff, surround = 1) if(!src.client || ear_deaf > 0) return soundin = get_sfx(soundin) @@ -40,12 +40,12 @@ var/const/SURROUND_CAP = 7 if(isturf(turf_source)) // 3D sounds, the technology is here! var/turf/T = get_turf(src) - var/dx = turf_source.x - T.x // Hearing from the right/left + if (surround) + var/dx = turf_source.x - T.x // Hearing from the right/left + S.x = round(max(-SURROUND_CAP, min(SURROUND_CAP, dx)), 1) - S.x = round(max(-SURROUND_CAP, min(SURROUND_CAP, dx)), 1) - - var/dz = turf_source.y - T.y // Hearing from infront/behind - S.z = round(max(-SURROUND_CAP, min(SURROUND_CAP, dz)), 1) + var/dz = turf_source.y - T.y // Hearing from infront/behind + S.z = round(max(-SURROUND_CAP, min(SURROUND_CAP, dz)), 1) // The y value is for above your head, but there is no ceiling in 2d spessmens. S.y = 1