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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.
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@@ -25,10 +25,10 @@
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var/glass_amount = 1
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var/mutable_appearance/crack_overlay
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var/real_explosion_block //ignore this, just use explosion_block
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var/breaksound = "shatter"
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var/knocksound = 'sound/effects/Glassknock.ogg'
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var/bashsound = 'sound/effects/Glassbash.ogg'
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var/hitsound = 'sound/effects/Glasshit.ogg'
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var/break_sound = "shatter"
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var/knock_sound = 'sound/effects/glassknock.ogg'
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var/bash_sound = 'sound/effects/glassbash.ogg'
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var/hit_sound = 'sound/effects/glasshit.ogg'
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flags_ricochet = RICOCHET_HARD
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receive_ricochet_chance_mod = 0.5
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@@ -147,7 +147,7 @@
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user.changeNext_move(CLICK_CD_MELEE)
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user.visible_message(span_notice("Something knocks on [src]."))
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add_fingerprint(user)
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playsound(src, knocksound, 50, TRUE)
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playsound(src, knock_sound, 50, TRUE)
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return COMPONENT_CANCEL_ATTACK_CHAIN
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@@ -167,11 +167,11 @@
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if(!user.combat_mode)
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user.visible_message(span_notice("[user] knocks on [src]."), \
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span_notice("You knock on [src]."))
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playsound(src, knocksound, 50, TRUE)
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playsound(src, knock_sound, 50, TRUE)
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else
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user.visible_message(span_warning("[user] bashes [src]!"), \
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span_warning("You bash [src]!"))
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playsound(src, bashsound, 100, TRUE)
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playsound(src, bash_sound, 100, TRUE)
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/obj/structure/window/attack_paw(mob/user, list/modifiers)
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return attack_hand(user, modifiers)
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@@ -214,7 +214,7 @@
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var/obj/item/stack/sheet/G = new glass_type(user.loc, glass_amount)
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if (!QDELETED(G))
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G.add_fingerprint(user)
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playsound(src, 'sound/items/Deconstruct.ogg', 50, TRUE)
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playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
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to_chat(user, span_notice("You successfully disassemble [src]."))
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qdel(src)
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return
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@@ -266,18 +266,18 @@
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switch(damage_type)
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if(BRUTE)
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if(damage_amount)
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playsound(src, hitsound, 75, TRUE)
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playsound(src, hit_sound, 75, TRUE)
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else
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playsound(src, 'sound/weapons/tap.ogg', 50, TRUE)
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if(BURN)
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playsound(src, 'sound/items/Welder.ogg', 100, TRUE)
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playsound(src, 'sound/items/welder.ogg', 100, TRUE)
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/obj/structure/window/deconstruct(disassembled = TRUE)
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if(QDELETED(src))
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return
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if(!disassembled)
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playsound(src, breaksound, 70, TRUE)
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playsound(src, break_sound, 70, TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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for(var/obj/item/shard/debris in spawnDebris(drop_location()))
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transfer_fingerprints_to(debris) // transfer fingerprints to shards only
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@@ -734,10 +734,10 @@
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can_atmos_pass = ATMOS_PASS_YES
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resistance_flags = FLAMMABLE
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
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knocksound = "pageturn"
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bashsound = 'sound/weapons/slashmiss.ogg'
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breaksound = 'sound/items/poster_ripped.ogg'
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hitsound = 'sound/weapons/slashmiss.ogg'
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knock_sound = "pageturn"
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bash_sound = 'sound/weapons/slashmiss.ogg'
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break_sound = 'sound/items/poster_ripped.ogg'
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hit_sound = 'sound/weapons/slashmiss.ogg'
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var/static/mutable_appearance/torn = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "torn", layer = ABOVE_OBJ_LAYER - 0.1)
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var/static/mutable_appearance/paper = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "paper", layer = ABOVE_OBJ_LAYER - 0.1)
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