diff --git a/code/game/machinery/doors/firedoor.dm b/code/game/machinery/doors/firedoor.dm index 136a8953968..dfffa4a7ba8 100644 --- a/code/game/machinery/doors/firedoor.dm +++ b/code/game/machinery/doors/firedoor.dm @@ -25,6 +25,8 @@ var/boltslocked = TRUE var/list/affecting_areas var/being_held_open = FALSE + var/knock_sound = 'sound/effects/glassknock.ogg' + var/bash_sound = 'sound/effects/glassbash.ogg' /obj/machinery/door/firedoor/Initialize(mapload) . = ..() @@ -82,7 +84,7 @@ . = ..() INVOKE_ASYNC(src, .proc/latetoggle) -/obj/machinery/door/firedoor/attack_hand(mob/user, list/modifiers) +/obj/machinery/door/firedoor/attack_hand(mob/living/user, list/modifiers) . = ..() if(.) return @@ -90,9 +92,14 @@ return user.changeNext_move(CLICK_CD_MELEE) - user.visible_message(span_notice("[user] bangs on \the [src]."), \ - span_notice("You bang on \the [src].")) - playsound(loc, 'sound/effects/glassknock.ogg', 10, FALSE, frequency = 32000) + if(!user.combat_mode) + user.visible_message(span_notice("[user] knocks on [src]."), \ + span_notice("You knock on [src].")) + playsound(src, knock_sound, 50, TRUE) + else + user.visible_message(span_warning("[user] bashes [src]!"), \ + span_warning("You bash [src]!")) + playsound(src, bash_sound, 100, TRUE) /obj/machinery/door/firedoor/attackby(obj/item/C, mob/user, params) add_fingerprint(user) diff --git a/code/game/objects/structures/window.dm b/code/game/objects/structures/window.dm index c4196837489..fac6945ec3c 100644 --- a/code/game/objects/structures/window.dm +++ b/code/game/objects/structures/window.dm @@ -25,10 +25,10 @@ var/glass_amount = 1 var/mutable_appearance/crack_overlay var/real_explosion_block //ignore this, just use explosion_block - var/breaksound = "shatter" - var/knocksound = 'sound/effects/Glassknock.ogg' - var/bashsound = 'sound/effects/Glassbash.ogg' - var/hitsound = 'sound/effects/Glasshit.ogg' + var/break_sound = "shatter" + var/knock_sound = 'sound/effects/glassknock.ogg' + var/bash_sound = 'sound/effects/glassbash.ogg' + var/hit_sound = 'sound/effects/glasshit.ogg' flags_ricochet = RICOCHET_HARD receive_ricochet_chance_mod = 0.5 @@ -147,7 +147,7 @@ user.changeNext_move(CLICK_CD_MELEE) user.visible_message(span_notice("Something knocks on [src].")) add_fingerprint(user) - playsound(src, knocksound, 50, TRUE) + playsound(src, knock_sound, 50, TRUE) return COMPONENT_CANCEL_ATTACK_CHAIN @@ -167,11 +167,11 @@ if(!user.combat_mode) user.visible_message(span_notice("[user] knocks on [src]."), \ span_notice("You knock on [src].")) - playsound(src, knocksound, 50, TRUE) + playsound(src, knock_sound, 50, TRUE) else user.visible_message(span_warning("[user] bashes [src]!"), \ span_warning("You bash [src]!")) - playsound(src, bashsound, 100, TRUE) + playsound(src, bash_sound, 100, TRUE) /obj/structure/window/attack_paw(mob/user, list/modifiers) return attack_hand(user, modifiers) @@ -214,7 +214,7 @@ var/obj/item/stack/sheet/G = new glass_type(user.loc, glass_amount) if (!QDELETED(G)) G.add_fingerprint(user) - playsound(src, 'sound/items/Deconstruct.ogg', 50, TRUE) + playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE) to_chat(user, span_notice("You successfully disassemble [src].")) qdel(src) return @@ -266,18 +266,18 @@ switch(damage_type) if(BRUTE) if(damage_amount) - playsound(src, hitsound, 75, TRUE) + playsound(src, hit_sound, 75, TRUE) else playsound(src, 'sound/weapons/tap.ogg', 50, TRUE) if(BURN) - playsound(src, 'sound/items/Welder.ogg', 100, TRUE) + playsound(src, 'sound/items/welder.ogg', 100, TRUE) /obj/structure/window/deconstruct(disassembled = TRUE) if(QDELETED(src)) return if(!disassembled) - playsound(src, breaksound, 70, TRUE) + playsound(src, break_sound, 70, TRUE) if(!(flags_1 & NODECONSTRUCT_1)) for(var/obj/item/shard/debris in spawnDebris(drop_location())) transfer_fingerprints_to(debris) // transfer fingerprints to shards only @@ -734,10 +734,10 @@ can_atmos_pass = ATMOS_PASS_YES resistance_flags = FLAMMABLE armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0) - knocksound = "pageturn" - bashsound = 'sound/weapons/slashmiss.ogg' - breaksound = 'sound/items/poster_ripped.ogg' - hitsound = 'sound/weapons/slashmiss.ogg' + knock_sound = "pageturn" + bash_sound = 'sound/weapons/slashmiss.ogg' + break_sound = 'sound/items/poster_ripped.ogg' + hit_sound = 'sound/weapons/slashmiss.ogg' var/static/mutable_appearance/torn = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "torn", layer = ABOVE_OBJ_LAYER - 0.1) var/static/mutable_appearance/paper = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "paper", layer = ABOVE_OBJ_LAYER - 0.1)