[MIRROR] Fixes mecha rotate & spacemove sounds and makes stomping silence flag instead of null based (#1558)

* Fixes mecha rotate & spacemove sounds and makes stomping silence flag instead of null based (#54529)

* comit

* bump

* Update code/modules/vehicles/mecha/_mecha.dm

Co-authored-by: Couls <coul422@ gmail.com>

* Update code/modules/vehicles/mecha/_mecha.dm

Co-authored-by: Rohesie <rohesie@ gmail.com>

Co-authored-by: Couls <coul422@ gmail.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>

* Fixes mecha rotate & spacemove sounds and makes stomping silence flag instead of null based

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@ gmail.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
This commit is contained in:
SkyratBot
2020-11-03 06:16:13 +01:00
committed by GitHub
parent 6a227c53f9
commit 9906d893e3
4 changed files with 20 additions and 24 deletions
+8 -15
View File
@@ -101,13 +101,13 @@
///Typepath for the wreckage it spawns when destroyed
var/wreckage
var/list/equipment = new
var/list/equipment = list()
///Current active equipment
var/obj/item/mecha_parts/mecha_equipment/selected
///Maximum amount of equipment we can have
var/max_equip = 3
///Whether our steps are silent, for example in zero-G
///Whether our steps are silent due to no gravity
var/step_silent = FALSE
///Sound played when the mech moves
var/stepsound = 'sound/mecha/mechstep.ogg'
@@ -575,8 +575,9 @@
///Plays the mech step sound effect. Split from movement procs so that other mechs (HONK) can override this one specific part.
/obj/vehicle/sealed/mecha/proc/play_stepsound()
SIGNAL_HANDLER
if(stepsound)
playsound(src,stepsound,40,1)
if(mecha_flags & QUIET_STEPS)
return
playsound(src, stepsound, 40, TRUE)
/obj/vehicle/sealed/mecha/proc/disconnect_air()
SIGNAL_HANDLER
@@ -598,10 +599,9 @@
to_chat(occupants, "[icon2html(src, occupants)]<span class='info'>The [src] push off [backup] to propel yourself.</span>")
return TRUE
if(movedelay <= world.time && active_thrusters && movement_dir && active_thrusters.thrust(movement_dir))
if(active_thrusters?.thrust(movement_dir))
step_silent = TRUE
return TRUE
return FALSE
/obj/vehicle/sealed/mecha/vehicle_move(direction, forcerotate = FALSE)
@@ -670,9 +670,9 @@
//if we're not facing the way we're going rotate us
if(dir != direction && !strafe || forcerotate || keyheld)
setDir(direction)
if(turnsound && dir != direction)
if(dir != direction && !(mecha_flags & QUIET_TURNS) && !step_silent)
playsound(src,turnsound,40,TRUE)
setDir(direction)
return TRUE
set_glide_size(DELAY_TO_GLIDE_SIZE(movedelay))
@@ -1113,13 +1113,6 @@
req_access = list()
return allowed(M)
////////////////////////////////
/////// Messages and Log ///////
////////////////////////////////
GLOBAL_VAR_INIT(year, time2text(world.realtime,"YYYY"))
GLOBAL_VAR_INIT(year_integer, text2num(year)) // = 2013???
//why is this in mecha
///////////////////////
///// Power stuff /////
@@ -11,13 +11,11 @@
wreckage = /obj/structure/mecha_wreckage/reticence
operation_req_access = list(ACCESS_THEATRE)
internals_req_access = list(ACCESS_MECH_SCIENCE, ACCESS_THEATRE)
mecha_flags = CANSTRAFE | IS_ENCLOSED | HAS_LIGHTS
mecha_flags = CANSTRAFE | IS_ENCLOSED | HAS_LIGHTS | QUIET_STEPS | QUIET_TURNS
internal_damage_threshold = 25
max_equip = 2
step_energy_drain = 3
color = "#87878715"
stepsound = null
turnsound = null
/obj/vehicle/sealed/mecha/combat/reticence/loaded/Initialize()
. = ..()