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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
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@@ -36,6 +36,14 @@
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light_power = 1.2
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light_color = "#ffff66"
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light_on = FALSE
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/// The sound that plays when the light is turned off/on
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var/toggle_light_sound = 'sound/items/weapons/empty.ogg'
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/// The sound that plays when we fire a kinetic blast
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var/fire_kinetic_blast_sound = 'sound/items/weapons/plasma_cutter.ogg'
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/// The sound that plays when we recharge the projectile
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var/projectile_recharge_sound = 'sound/items/weapons/kinetic_reload.ogg'
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// The sound that plays when we successfully perform a backstab
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var/backstab_sound = 'sound/items/weapons/kinetic_accel.ogg'
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/// List of all crusher trophies attached to this.
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var/list/obj/item/crusher_trophy/trophies = list()
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/// If our crusher is ready to fire a projectile (FALSE means it's on cooldown)
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@@ -194,7 +202,7 @@
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if(check_behind(user, target) || boosted_mark)
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backstabbed = TRUE
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combined_damage += backstab_bonus
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playsound(user, 'sound/items/weapons/kinetic_accel.ogg', 100, TRUE) //Seriously who spelled it wrong
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playsound(user, backstab_sound, 100, TRUE) //Seriously who spelled it wrong
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if(!QDELETED(crusher_damage_effect))
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crusher_damage_effect.total_damage += combined_damage
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SEND_SIGNAL(user, COMSIG_LIVING_CRUSHER_DETONATE, target, src, backstabbed)
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@@ -229,7 +237,7 @@
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destabilizer.aim_projectile(target, user, modifiers)
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destabilizer.firer = user
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destabilizer.fired_from = src
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playsound(user, 'sound/items/weapons/plasma_cutter.ogg', 100, TRUE)
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playsound(user, fire_kinetic_blast_sound, 100, TRUE)
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destabilizer.fire()
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charged = FALSE
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update_appearance()
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@@ -247,7 +255,7 @@
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if(!charged)
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charged = TRUE
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update_appearance()
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playsound(src.loc, 'sound/items/weapons/kinetic_reload.ogg', 60, TRUE)
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playsound(src.loc, projectile_recharge_sound, 60, TRUE)
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/// Updates the two handed component with new damage values
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/obj/item/kinetic_crusher/proc/update_wielding()
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@@ -255,13 +263,13 @@
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/obj/item/kinetic_crusher/ui_action_click(mob/user, actiontype)
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set_light_on(!light_on)
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playsound(user, 'sound/items/weapons/empty.ogg', 100, TRUE)
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playsound(user, toggle_light_sound, 100, TRUE)
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update_appearance()
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/obj/item/kinetic_crusher/on_saboteur(datum/source, disrupt_duration)
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. = ..()
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set_light_on(FALSE)
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playsound(src, 'sound/items/weapons/empty.ogg', 100, TRUE)
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playsound(src, toggle_light_sound, 100, TRUE)
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return TRUE
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/obj/item/kinetic_crusher/update_icon_state()
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