Moves the kinetic crusher sound effects to vars (#90969)

## About The Pull Request

Tin, this has no effect on gameplay. Just makes the sound effects less
hardcoded.

## Why It's Good For The Game

Code extensibility. Makes the sound effects of kinetic crushers easier
to configure for subtypes or custom versions.

## Changelog

Nothing player-facing
This commit is contained in:
Bloop
2025-05-08 19:21:10 -04:00
committed by Roxy
parent c1588c8ab7
commit 535e60c3a7
@@ -36,6 +36,14 @@
light_power = 1.2
light_color = "#ffff66"
light_on = FALSE
/// The sound that plays when the light is turned off/on
var/toggle_light_sound = 'sound/items/weapons/empty.ogg'
/// The sound that plays when we fire a kinetic blast
var/fire_kinetic_blast_sound = 'sound/items/weapons/plasma_cutter.ogg'
/// The sound that plays when we recharge the projectile
var/projectile_recharge_sound = 'sound/items/weapons/kinetic_reload.ogg'
// The sound that plays when we successfully perform a backstab
var/backstab_sound = 'sound/items/weapons/kinetic_accel.ogg'
/// List of all crusher trophies attached to this.
var/list/obj/item/crusher_trophy/trophies = list()
/// If our crusher is ready to fire a projectile (FALSE means it's on cooldown)
@@ -194,7 +202,7 @@
if(check_behind(user, target) || boosted_mark)
backstabbed = TRUE
combined_damage += backstab_bonus
playsound(user, 'sound/items/weapons/kinetic_accel.ogg', 100, TRUE) //Seriously who spelled it wrong
playsound(user, backstab_sound, 100, TRUE) //Seriously who spelled it wrong
if(!QDELETED(crusher_damage_effect))
crusher_damage_effect.total_damage += combined_damage
SEND_SIGNAL(user, COMSIG_LIVING_CRUSHER_DETONATE, target, src, backstabbed)
@@ -229,7 +237,7 @@
destabilizer.aim_projectile(target, user, modifiers)
destabilizer.firer = user
destabilizer.fired_from = src
playsound(user, 'sound/items/weapons/plasma_cutter.ogg', 100, TRUE)
playsound(user, fire_kinetic_blast_sound, 100, TRUE)
destabilizer.fire()
charged = FALSE
update_appearance()
@@ -247,7 +255,7 @@
if(!charged)
charged = TRUE
update_appearance()
playsound(src.loc, 'sound/items/weapons/kinetic_reload.ogg', 60, TRUE)
playsound(src.loc, projectile_recharge_sound, 60, TRUE)
/// Updates the two handed component with new damage values
/obj/item/kinetic_crusher/proc/update_wielding()
@@ -255,13 +263,13 @@
/obj/item/kinetic_crusher/ui_action_click(mob/user, actiontype)
set_light_on(!light_on)
playsound(user, 'sound/items/weapons/empty.ogg', 100, TRUE)
playsound(user, toggle_light_sound, 100, TRUE)
update_appearance()
/obj/item/kinetic_crusher/on_saboteur(datum/source, disrupt_duration)
. = ..()
set_light_on(FALSE)
playsound(src, 'sound/items/weapons/empty.ogg', 100, TRUE)
playsound(src, toggle_light_sound, 100, TRUE)
return TRUE
/obj/item/kinetic_crusher/update_icon_state()