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

This commit is contained in:
Lzimann
2017-06-10 23:56:41 -03:00
parent 6e2ea59aa4
commit 3e34eb9e3f
579 changed files with 518 additions and 518 deletions
+23 -23
View File
@@ -354,7 +354,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
switch(rand(1,5))
if(1) //Laser fight
for(var/i=0,i<hits,i++)
target.playsound_local(null, 'sound/weapons/Laser.ogg', 25, 1)
target.playsound_local(null, 'sound/weapons/laser.ogg', 25, 1)
if(prob(75))
addtimer(CALLBACK(target, /mob/.proc/playsound_local, null, 'sound/weapons/sear.ogg', 25, 1), rand(10,20))
else
@@ -378,7 +378,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
sleep(rand(CLICK_CD_RANGE, CLICK_CD_RANGE + 8))
target.playsound_local(null, get_sfx("bodyfall"), 25, 1)
if(4) //Stunprod + cablecuff
target.playsound_local(null, 'sound/weapons/Egloves.ogg', 40, 1)
target.playsound_local(null, 'sound/weapons/egloves.ogg', 40, 1)
target.playsound_local(null, get_sfx("bodyfall"), 25, 1)
sleep(20)
target.playsound_local(null, 'sound/weapons/cablecuff.ogg', 15, 1)
@@ -502,7 +502,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
A.override = 1
if(target.client)
to_chat(target, "<span class='italics'>...wabbajack...wabbajack...</span>")
target.playsound_local(target,'sound/magic/Staff_Change.ogg', 50, 1, -1)
target.playsound_local(target,'sound/magic/staff_change.ogg', 50, 1, -1)
delusion = A
target.client.images |= A
QDEL_IN(src, duration)
@@ -544,7 +544,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
/obj/item/clothing/suit/space/nasavoid, /obj/item/weapon/tank)
var/obj/effect/fake_attacker/F = new/obj/effect/fake_attacker(get_turf(target),target)
for(var/obj/item/I in clone.held_items)
if(!(locate(I) in non_fakeattack_weapons))
clone_weapon = I.name
@@ -689,13 +689,13 @@ Gunshots/explosions/opening doors/less rare audio (done)
doors += I
if(target.client)
target.client.images |= I
target.playsound_local(get_turf(A), 'sound/machines/BoltsDown.ogg',30,0,3)
target.playsound_local(get_turf(A), 'sound/machines/boltsdown.ogg',30,0,3)
sleep(rand(6,12))
sleep(100)
for(var/image/B in doors)
if(target.client)
target.client.images.Remove(B)
target.playsound_local(get_turf(B), 'sound/machines/BoltsUp.ogg',30,0,3)
target.playsound_local(get_turf(B), 'sound/machines/boltsup.ogg',30,0,3)
sleep(rand(6,12))
qdel(src)
@@ -790,38 +790,38 @@ Gunshots/explosions/opening doors/less rare audio (done)
switch(rand(1,20))
if(1) playsound_local(null,'sound/machines/airlock.ogg', 15, 1)
if(2)
if(prob(50)) playsound_local(null,'sound/effects/Explosion1.ogg', 50, 1)
else playsound_local(null, 'sound/effects/Explosion2.ogg', 50, 1)
if(prob(50)) playsound_local(null,'sound/effects/explosion1.ogg', 50, 1)
else playsound_local(null, 'sound/effects/explosion2.ogg', 50, 1)
if(3) playsound_local(null, 'sound/effects/explosionfar.ogg', 50, 1)
if(4) playsound_local(null, pick('sound/effects/Glassbr1.ogg','sound/effects/Glassbr2.ogg','sound/effects/Glassbr3.ogg'), 50, 1)
if(4) playsound_local(null, pick('sound/effects/glassbr1.ogg','sound/effects/glassbr2.ogg','sound/effects/glassbr3.ogg'), 50, 1)
if(5)
playsound_local(null, 'sound/weapons/ring.ogg', 35)
sleep(15)
playsound_local(null, 'sound/weapons/ring.ogg', 35)
sleep(15)
playsound_local(null, 'sound/weapons/ring.ogg', 35)
if(6) playsound_local(null, 'sound/magic/Summon_guns.ogg', 50, 1)
if(7) playsound_local(null, 'sound/machines/Alarm.ogg', 100, 0)
if(6) playsound_local(null, 'sound/magic/summon_guns.ogg', 50, 1)
if(7) playsound_local(null, 'sound/machines/alarm.ogg', 100, 0)
if(8) playsound_local(null, 'sound/voice/bfreeze.ogg', 35, 0)
if(9)
//To make it more realistic, I added two gunshots (enough to kill)
playsound_local(null, 'sound/weapons/Gunshot.ogg', 25, 1)
playsound_local(null, 'sound/weapons/gunshot.ogg', 25, 1)
spawn(rand(10,30))
playsound_local(null, 'sound/weapons/Gunshot.ogg', 25, 1)
playsound_local(null, 'sound/weapons/gunshot.ogg', 25, 1)
sleep(rand(5,10))
playsound_local(null, sound(get_sfx("bodyfall"), 25), 25, 1)
if(10) playsound_local(null, 'sound/effects/pray_chaplain.ogg', 50)
if(11)
//Same as above, but with tasers.
playsound_local(null, 'sound/weapons/Taser.ogg', 25, 1)
playsound_local(null, 'sound/weapons/taser.ogg', 25, 1)
spawn(rand(10,30))
playsound_local(null, 'sound/weapons/Taser.ogg', 25, 1)
playsound_local(null, 'sound/weapons/taser.ogg', 25, 1)
sleep(rand(5,10))
playsound_local(null, sound(get_sfx("bodyfall"), 25), 25, 1)
//Rare audio
if(12)
//These sounds are (mostly) taken from Hidden: Source
var/list/creepyasssounds = list('sound/effects/ghost.ogg', 'sound/effects/ghost2.ogg', 'sound/effects/Heart Beat.ogg', 'sound/effects/screech.ogg',\
var/list/creepyasssounds = list('sound/effects/ghost.ogg', 'sound/effects/ghost2.ogg', 'sound/effects/heart_beat.ogg', 'sound/effects/screech.ogg',\
'sound/hallucinations/behind_you1.ogg', 'sound/hallucinations/behind_you2.ogg', 'sound/hallucinations/far_noise.ogg', 'sound/hallucinations/growl1.ogg', 'sound/hallucinations/growl2.ogg',\
'sound/hallucinations/growl3.ogg', 'sound/hallucinations/im_here1.ogg', 'sound/hallucinations/im_here2.ogg', 'sound/hallucinations/i_see_you1.ogg', 'sound/hallucinations/i_see_you2.ogg',\
'sound/hallucinations/look_up1.ogg', 'sound/hallucinations/look_up2.ogg', 'sound/hallucinations/over_here1.ogg', 'sound/hallucinations/over_here2.ogg', 'sound/hallucinations/over_here3.ogg',\
@@ -834,17 +834,17 @@ Gunshots/explosions/opening doors/less rare audio (done)
if(14)
to_chat(src, "<h1 class='alert'>Priority Announcement</h1>")
to_chat(src, "<br><br><span class='alert'>The Emergency Shuttle has docked with the station. You have 3 minutes to board the Emergency Shuttle.</span><br><br>")
playsound_local(null, 'sound/AI/shuttledock.ogg', 100)
playsound_local(null, 'sound/ai/shuttledock.ogg', 100)
//Deconstructing a wall
if(15)
playsound_local(null, 'sound/items/Welder.ogg', 15, 1)
playsound_local(null, 'sound/items/welder.ogg', 15, 1)
sleep(105)
playsound_local(null, 'sound/items/Welder2.ogg', 15, 1)
playsound_local(null, 'sound/items/welder2.ogg', 15, 1)
sleep(15)
playsound_local(null, 'sound/items/Ratchet.ogg', 15, 1)
playsound_local(null, 'sound/items/ratchet.ogg', 15, 1)
//Hacking a door
if(16)
playsound_local(null, 'sound/items/Screwdriver.ogg', 15, 1)
playsound_local(null, 'sound/items/screwdriver.ogg', 15, 1)
sleep(rand(10,30))
for(var/i = rand(1,3), i>0, i--)
playsound_local(null, 'sound/weapons/empty.ogg', 15, 1)
@@ -855,7 +855,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
if(18)
to_chat(src, "<h1 class='alert'>Biohazard Alert</h1>")
to_chat(src, "<br><br><span class='alert'>Confirmed outbreak of level 5 biohazard aboard [station_name()]. All personnel must contain the outbreak.</span><br><br>")
playsound_local(null, 'sound/AI/outbreak5.ogg')
playsound_local(null, 'sound/ai/outbreak5.ogg')
if(19) //Tesla loose!
playsound_local(null, 'sound/magic/lightningbolt.ogg', 35, 1)
sleep(20)
@@ -865,7 +865,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
if(20) //AI is doomsdaying!
to_chat(src, "<h1 class='alert'>Anomaly Alert</h1>")
to_chat(src, "<br><br><span class='alert'>Hostile runtimes detected in all station systems, please deactivate your AI to prevent possible damage to its morality core.</span><br><br>")
playsound_local(null, 'sound/AI/aimalf.ogg', 100)
playsound_local(null, 'sound/ai/aimalf.ogg', 100)
if("hudscrew")
//Screwy HUD
//to_chat(src, "Screwy HUD")