[MIRROR] fixes SFX_SHATTER being used in place of explosions [MDB IGNORE] (#12115)

* fixes SFX_SHATTER being used in place of explosions (#65460)

* fixes SFX_SHATTER being used in place of explosions

Co-authored-by: capsaicinz <84609863+capsaicinz@users.noreply.github.com>
This commit is contained in:
SkyratBot
2022-03-16 03:33:44 +00:00
committed by GitHub
co-authored by capsaicinz
parent d905aaef27
commit 3ddd23691f
5 changed files with 5 additions and 5 deletions
+1 -1
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@@ -528,7 +528,7 @@ SUBSYSTEM_DEF(explosions)
* - [creaking_sound][/sound]: The sound that plays when the station creaks during the explosion.
* - [hull_creaking_sound][/sound]: The sound that plays when the station creaks after the explosion.
*/
/datum/controller/subsystem/explosions/proc/shake_the_room(turf/epicenter, near_distance, far_distance, quake_factor, echo_factor, creaking, sound/near_sound = sound(get_sfx(SFX_SHATTER)), sound/far_sound = sound('sound/effects/explosionfar.ogg'), sound/echo_sound = sound('sound/effects/explosion_distant.ogg'), sound/creaking_sound = sound(get_sfx(SFX_EXPLOSION_CREAKING)), hull_creaking_sound = sound(get_sfx(SFX_HULL_CREAKING)))
/datum/controller/subsystem/explosions/proc/shake_the_room(turf/epicenter, near_distance, far_distance, quake_factor, echo_factor, creaking, sound/near_sound = sound(get_sfx(SFX_EXPLOSION)), sound/far_sound = sound('sound/effects/explosionfar.ogg'), sound/echo_sound = sound('sound/effects/explosion_distant.ogg'), sound/creaking_sound = sound(get_sfx(SFX_EXPLOSION_CREAKING)), hull_creaking_sound = sound(get_sfx(SFX_HULL_CREAKING)))
var/frequency = get_rand_frequency()
var/blast_z = epicenter.z
if(isnull(creaking)) // Autoset creaking.
+1 -1
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@@ -244,6 +244,6 @@
/obj/effect/dumpeet_target/proc/endLaunch()
QDEL_NULL(DF) //Delete the falling machine effect, because at this point its animation is over. We dont use temp_visual because we want to manually delete it as soon as the pod appears
playsound(src, SFX_SHATTER, 80, TRUE)
playsound(src, SFX_EXPLOSION, 80, TRUE)
dump.forceMove(get_turf(src))
qdel(src) //The target's purpose is complete. It can rest easy now
+1 -1
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@@ -213,7 +213,7 @@ distance_multiplier - Can be used to multiply the distance at which the sound is
switch(soundin)
if (SFX_SHATTER)
soundin = pick('sound/effects/glassbr1.ogg','sound/effects/glassbr2.ogg','sound/effects/glassbr3.ogg')
if (SFX_EXPLOSION_CREAKING)
if (SFX_EXPLOSION)
soundin = pick('sound/effects/explosion1.ogg','sound/effects/explosion2.ogg')
if (SFX_EXPLOSION_CREAKING)
soundin = pick('sound/effects/explosioncreak1.ogg', 'sound/effects/explosioncreak2.ogg')
+1 -1
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@@ -270,7 +270,7 @@
if (explosion_sum != 0) //If the explosion list isn't all zeroes, call an explosion
explosion(turf_underneath, B[1], B[2], B[3], flame_range = B[4], silent = effectQuiet, ignorecap = istype(src, /obj/structure/closet/supplypod/centcompod), explosion_cause = src) //less advanced equipment than bluespace pod, so larger explosion when landing
else if (!effectQuiet && !(pod_flags & FIRST_SOUNDS)) //If our explosion list IS all zeroes, we still make a nice explosion sound (unless the effectQuiet var is true)
playsound(src, SFX_SHATTER, landingSound ? soundVolume * 0.25 : soundVolume, TRUE)
playsound(src, SFX_EXPLOSION, landingSound ? soundVolume * 0.25 : soundVolume, TRUE)
if (landingSound)
playsound(turf_underneath, landingSound, soundVolume, FALSE, FALSE)
if (effectMissile) //If we are acting like a missile, then right after we land and finish fucking shit up w explosions, we should delete
@@ -321,7 +321,7 @@
if(ismineralturf(T))
var/turf/closed/mineral/M = T
M.gets_drilled()
playsound(T, SFX_SHATTER, 80, TRUE)
playsound(T, SFX_EXPLOSION, 80, TRUE)
new /obj/effect/hotspot(T)
T.hotspot_expose(DRAKE_FIRE_TEMP, DRAKE_FIRE_EXPOSURE, 1)
for(var/mob/living/L in T.contents)