[MIRROR] Increases volume of the sound effect for knocking on firelocks [MDB IGNORE] (#9981)

* Increases volume of the sound effect for knocking on firelocks

* E

* Update inflatable.dm

Co-authored-by: BlueMemesauce <47338680+BlueMemesauce@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
This commit is contained in:
SkyratBot
2021-12-13 11:39:28 +00:00
committed by GitHub
co-authored by BlueMemesauce Gandalf
parent 22bd3c691a
commit 53cbe26e89
4 changed files with 32 additions and 34 deletions
+11 -4
View File
@@ -25,6 +25,8 @@
var/boltslocked = TRUE
var/list/affecting_areas
var/being_held_open = FALSE
var/knock_sound = 'sound/effects/glassknock.ogg'
var/bash_sound = 'sound/effects/glassbash.ogg'
/obj/machinery/door/firedoor/Initialize(mapload)
. = ..()
@@ -85,7 +87,7 @@
. = ..()
INVOKE_ASYNC(src, .proc/latetoggle)
/* /obj/machinery/door/firedoor/attack_hand(mob/user, list/modifiers)
/obj/machinery/door/firedoor/attack_hand(mob/living/user, list/modifiers)
. = ..()
if(.)
return
@@ -93,9 +95,14 @@
return
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message("<span class='notice'>[user] bangs on \the [src].</span>", \
"<span class='notice'>You bang on \the [src].</span>")
playsound(loc, 'sound/effects/glassknock.ogg', 10, FALSE, frequency = 32000) */ // SKYRAT EDIT CHANGE - MOVED TO modular_skyrat\master_files\game\machinery\doors\firedoor.dm
if(!user.combat_mode)
user.visible_message(span_notice("[user] knocks on [src]."), \
span_notice("You knock on [src]."))
playsound(src, knock_sound, 50, TRUE)
else
user.visible_message(span_warning("[user] bashes [src]!"), \
span_warning("You bash [src]!"))
playsound(src, bash_sound, 100, TRUE)
/obj/machinery/door/firedoor/attackby(obj/item/C, mob/user, params)
add_fingerprint(user)
+15 -15
View File
@@ -25,10 +25,10 @@
var/glass_amount = 1
var/mutable_appearance/crack_overlay
var/real_explosion_block //ignore this, just use explosion_block
var/breaksound = "shatter"
var/knocksound = 'sound/effects/Glassknock.ogg'
var/bashsound = 'sound/effects/Glassbash.ogg'
var/hitsound = 'sound/effects/Glasshit.ogg'
var/break_sound = "shatter"
var/knock_sound = 'sound/effects/glassknock.ogg'
var/bash_sound = 'sound/effects/glassbash.ogg'
var/hit_sound = 'sound/effects/glasshit.ogg'
flags_ricochet = RICOCHET_HARD
receive_ricochet_chance_mod = 0.5
@@ -147,7 +147,7 @@
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message(span_notice("Something knocks on [src]."))
add_fingerprint(user)
playsound(src, knocksound, 50, TRUE)
playsound(src, knock_sound, 50, TRUE)
return COMPONENT_CANCEL_ATTACK_CHAIN
@@ -167,11 +167,11 @@
if(!user.combat_mode)
user.visible_message(span_notice("[user] knocks on [src]."), \
span_notice("You knock on [src]."))
playsound(src, knocksound, 50, TRUE)
playsound(src, knock_sound, 50, TRUE)
else
user.visible_message(span_warning("[user] bashes [src]!"), \
span_warning("You bash [src]!"))
playsound(src, bashsound, 100, TRUE)
playsound(src, bash_sound, 100, TRUE)
/obj/structure/window/attack_paw(mob/user, list/modifiers)
return attack_hand(user, modifiers)
@@ -214,7 +214,7 @@
var/obj/item/stack/sheet/G = new glass_type(user.loc, glass_amount)
if (!QDELETED(G))
G.add_fingerprint(user)
playsound(src, 'sound/items/Deconstruct.ogg', 50, TRUE)
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
to_chat(user, span_notice("You successfully disassemble [src]."))
qdel(src)
return
@@ -266,18 +266,18 @@
switch(damage_type)
if(BRUTE)
if(damage_amount)
playsound(src, hitsound, 75, TRUE)
playsound(src, hit_sound, 75, TRUE)
else
playsound(src, 'sound/weapons/tap.ogg', 50, TRUE)
if(BURN)
playsound(src, 'sound/items/Welder.ogg', 100, TRUE)
playsound(src, 'sound/items/welder.ogg', 100, TRUE)
/obj/structure/window/deconstruct(disassembled = TRUE)
if(QDELETED(src))
return
if(!disassembled)
playsound(src, breaksound, 70, TRUE)
playsound(src, break_sound, 70, TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
for(var/obj/item/shard/debris in spawnDebris(drop_location()))
transfer_fingerprints_to(debris) // transfer fingerprints to shards only
@@ -735,10 +735,10 @@
can_atmos_pass = ATMOS_PASS_YES
resistance_flags = FLAMMABLE
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
knocksound = "pageturn"
bashsound = 'sound/weapons/slashmiss.ogg'
breaksound = 'sound/items/poster_ripped.ogg'
hitsound = 'sound/weapons/slashmiss.ogg'
knock_sound = "pageturn"
bash_sound = 'sound/weapons/slashmiss.ogg'
break_sound = 'sound/items/poster_ripped.ogg'
hit_sound = 'sound/weapons/slashmiss.ogg'
var/static/mutable_appearance/torn = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "torn", layer = ABOVE_OBJ_LAYER - 0.1)
var/static/mutable_appearance/paper = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "paper", layer = ABOVE_OBJ_LAYER - 0.1)
@@ -1,19 +1,13 @@
/obj/machinery/door/firedoor/attack_hand(mob/living/user, list/modifiers)
/obj/machinery/door/firedoor/AltClick(mob/user)
. = ..()
if(.)
return
if(operating || !density)
return
if(!user.combat_mode && try_manual_override(user))
return
user.changeNext_move(CLICK_CD_MELEE)
try_manual_override(user)
user.visible_message(span_notice("[user] bangs on \the [src]."), \
span_notice("You bang on \the [src]."))
playsound(loc, 'sound/effects/glassknock.ogg', 10, FALSE, frequency = 32000)
/obj/machinery/door/firedoor/examine(mob/user)
. = ..()
. += span_notice("Alt-click the door to use the manual override.")
/obj/machinery/door/proc/try_manual_override(mob/user)
if(density)
if(density && !welded && !operating)
to_chat(user, span_notice("You begin working the manual override mechanism..."))
if(do_after(user, 10 SECONDS, target = src))
try_to_crowbar(null, user)
@@ -47,9 +47,6 @@
else
deflate(FALSE)
/obj/structure/window/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
playsound(src, hitsound, 75, TRUE)
/obj/structure/inflatable/can_atmos_pass(turf/T)
return !density