Changes all sounds to be lower case, plus standardizes their references

This commit is contained in:
Lzimann
2017-06-11 00:38:45 -03:00
parent 6e2ea59aa4
commit 3e34eb9e3f
579 changed files with 518 additions and 518 deletions
+7 -7
View File
@@ -73,7 +73,7 @@
debris += new /obj/item/weapon/shard(src)
if(rods)
debris += new /obj/item/stack/rods(src, rods)
//windows only block while reinforced and fulltile, so we'll use the proc
real_explosion_block = explosion_block
explosion_block = EXPLOSION_BLOCK_PROC
@@ -144,7 +144,7 @@
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message("<span class='notice'>Something knocks on [src].</span>")
add_fingerprint(user)
playsound(loc, 'sound/effects/Glassknock.ogg', 50, 1)
playsound(loc, 'sound/effects/glassknock.ogg', 50, 1)
/obj/structure/window/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
if(!can_be_reached(user))
@@ -157,7 +157,7 @@
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message("[user] knocks on [src].")
add_fingerprint(user)
playsound(loc, 'sound/effects/Glassknock.ogg', 50, 1)
playsound(loc, 'sound/effects/glassknock.ogg', 50, 1)
/obj/structure/window/attack_paw(mob/user)
return attack_hand(user)
@@ -181,7 +181,7 @@
playsound(loc, WT.usesound, 40, 1)
if(do_after(user, 40*I.toolspeed, target = src))
obj_integrity = max_integrity
playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
playsound(loc, 'sound/items/welder2.ogg', 50, 1)
update_nearby_icons()
to_chat(user, "<span class='notice'>You repair [src].</span>")
else
@@ -226,7 +226,7 @@
if(do_after(user, decon_speed*I.toolspeed, target = src, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
var/obj/item/stack/sheet/G = new glass_type(user.loc, glass_amount)
G.add_fingerprint(user)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
to_chat(user, "<span class='notice'>You successfully disassemble [src].</span>")
qdel(src)
return
@@ -265,11 +265,11 @@
switch(damage_type)
if(BRUTE)
if(damage_amount)
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
playsound(src.loc, 'sound/effects/glasshit.ogg', 75, 1)
else
playsound(src, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
/obj/structure/window/deconstruct(disassembled = TRUE)