Increases volume of the sound effect for knocking on firelocks (#63053)

Changed firelocks to have the same bash and knock sound effects as windows.
Which increases the volume of the knock sound effect and also adds the bash sound effect.

Also improves some of the code for firelock and window

Firelocks already had the knock sound effect, but it is so quiet that you can barely hear it. The volume should be increased so that people can hear it.
This commit is contained in:
BlueMemesauce
2021-12-09 19:45:47 -05:00
committed by GitHub
parent 79acc4ae7c
commit 2ee3d602fc
2 changed files with 26 additions and 19 deletions
+15 -15
View File
@@ -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)