code improvement

This commit is contained in:
XDTM
2017-07-16 17:26:23 +02:00
parent 9a2a083e51
commit 57d4753ad6
+19 -12
View File
@@ -308,11 +308,11 @@ Gunshots/explosions/opening doors/less rare audio (done)
..()
var/turf/start = get_turf(T)
var/screen_border = pick(SOUTH,EAST,WEST,NORTH)
for(var/i = 0,i<13,i++)
for(var/i in 1 to 13)
start = get_step(start,screen_border)
s = new(start,target)
s.parent = src
for(var/i = 0,i<13,i++)
for(var/i in 1 to 13)
sleep(10)
s.forceMove(get_step(get_turf(s),get_dir(s,target)))
s.Show()
@@ -342,7 +342,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
var/hits = rand(3,6)
switch(rand(1,5))
if(1) //Laser fight
for(var/i=0,i<hits,i++)
for(var/i in 1 to hits)
target.playsound_local(null, 'sound/weapons/laser.ogg', 25, 1)
if(prob(50))
addtimer(CALLBACK(target, /mob/.proc/playsound_local, null, 'sound/weapons/sear.ogg', 25, 1), rand(10,20))
@@ -358,7 +358,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
target.playsound_local(null, get_sfx("bodyfall"), 25, 1)
target.playsound_local(null, 'sound/weapons/saberoff.ogg', 15, 1)
if(3) //Gun fight
for(var/i=0,i<hits,i++)
for(var/i in 1 to hits)
target.playsound_local(null, get_sfx("gunshot"), 25)
if(prob(60))
addtimer(CALLBACK(target, /mob/.proc/playsound_local, null, 'sound/weapons/pierce.ogg', 25, 1), rand(10,20))
@@ -372,7 +372,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
sleep(20)
target.playsound_local(null, 'sound/weapons/cablecuff.ogg', 15, 1)
if(5) // Tick Tock
for(var/i=0,i<hits,i++)
for(var/i in 1 to hits)
target.playsound_local(null, 'sound/items/timer.ogg', 25, 0)
sleep(15)
qdel(src)
@@ -765,24 +765,31 @@ Gunshots/explosions/opening doors/less rare audio (done)
..()
//Strange audio
switch(rand(1,20))
if(1) target.playsound_local(null,'sound/machines/airlock.ogg', 15, 1)
if(1)
target.playsound_local(null,'sound/machines/airlock.ogg', 15, 1)
if(2)
if(prob(50))
target.playsound_local(null,'sound/effects/explosion1.ogg', 50, 1)
else
target.playsound_local(null, 'sound/effects/explosion2.ogg', 50, 1)
if(3) target.playsound_local(null, 'sound/effects/explosionfar.ogg', 50, 1)
if(4) target.playsound_local(null, pick('sound/effects/glassbr1.ogg','sound/effects/glassbr2.ogg','sound/effects/glassbr3.ogg'), 50, 1)
if(3)
target.playsound_local(null, 'sound/effects/explosionfar.ogg', 50, 1)
if(4)
target.playsound_local(null, pick('sound/effects/glassbr1.ogg','sound/effects/glassbr2.ogg','sound/effects/glassbr3.ogg'), 50, 1)
if(5)
target.playsound_local(null, 'sound/weapons/ring.ogg', 35)
sleep(15)
target.playsound_local(null, 'sound/weapons/ring.ogg', 35)
sleep(15)
target.playsound_local(null, 'sound/weapons/ring.ogg', 35)
if(6) target.playsound_local(null, 'sound/magic/summon_guns.ogg', 50, 1)
if(7) target.playsound_local(null, 'sound/machines/alarm.ogg', 100, 0)
if(8) target.playsound_local(null, 'sound/voice/bfreeze.ogg', 35, 0)
if(9) target.playsound_local(null, 'sound/effects/pray_chaplain.ogg', 50)
if(6)
target.playsound_local(null, 'sound/magic/summon_guns.ogg', 50, 1)
if(7)
target.playsound_local(null, 'sound/machines/alarm.ogg', 100, 0)
if(8)
target.playsound_local(null, 'sound/voice/bfreeze.ogg', 35, 0)
if(9)
target.playsound_local(null, 'sound/effects/pray_chaplain.ogg', 50)
//Rare audio
if(10)
//These sounds are (mostly) taken from Hidden: Source