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[MIRROR] New shove sound (#28568)
* New shove sound (#84555) ## About The Pull Request New more meaty shove sound effects to give better feedback. Made using sound effects already in-game files (pillowhit and thudwoosh) https://github.com/tgstation/tgstation/assets/42353186/7f5d516e-36e5-4d7d-8272-a24c842e962c Used in: - Random scary maints sounds - Ling tentacle hitting someone - Wrestling off slimes - Shoving (duh) ## Why It's Good For The Game Shoving shares the same sound with two other intents - Grabbing and Hugging. This makes it more different from those two and gives better feedback. Shoving someone wouldn't just make a "woosh" as you apply hefty kinetic force to their body, so slight punchiness to it is good. After brawlening has been merged shoves have become even more dangerous, even if not against the wall. Fights should sound more violent. ## Changelog 🆑 DrDiasyl aka DrTuxedo sound: Shoves now produce more meaty sound! /🆑 * New shove sound --------- Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
This commit is contained in:
co-authored by
DrTuxedo
SpaceLoveSs13
parent
628085275d
commit
3e1de431ee
@@ -149,6 +149,7 @@ GLOBAL_LIST_INIT(scarySounds, list(
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'sound/weapons/armbomb.ogg',
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'sound/weapons/taser.ogg',
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'sound/weapons/thudswoosh.ogg',
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'sound/weapons/shove.ogg',
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))
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@@ -341,7 +341,7 @@
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damage = 0
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damage_type = BRUTE
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range = 8
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hitsound = 'sound/weapons/thudswoosh.ogg'
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hitsound = 'sound/weapons/shove.ogg'
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var/chain
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var/obj/item/ammo_casing/magic/tentacle/source //the item that shot it
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///Click params that were used to fire the tentacle shot
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@@ -19,7 +19,7 @@
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return
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attacker.visible_message(span_warning("[attacker] manages to wrestle \the [defender_slime.name] off!"), span_notice("You manage to wrestle \the [defender_slime.name] off!"))
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playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
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playsound(loc, 'sound/weapons/shove.ogg', 50, TRUE, -1)
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defender_slime.discipline_slime()
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@@ -671,7 +671,7 @@
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playsound(target, 'sound/effects/glassbash.ogg', 50, TRUE, -1)
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else
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do_attack_animation(target, ATTACK_EFFECT_DISARM)
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playsound(target, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
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playsound(target, 'sound/weapons/shove.ogg', 50, TRUE, -1)
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if (ishuman(target) && isnull(weapon))
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var/mob/living/carbon/human/human_target = target
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human_target.w_uniform?.add_fingerprint(src)
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