From 6bad54226b9336c0226fc451b3c037f6a54e1e6f Mon Sep 17 00:00:00 2001
From: YPO <30683121+YPOQ@users.noreply.github.com>
Date: Tue, 22 Aug 2017 20:15:04 -0600
Subject: [PATCH] fixed sounds for nuke, redbutton, and talking action figure
---
code/game/objects/items/toys.dm | 4 ++--
code/modules/chatter/chatter.dm | 2 +-
2 files changed, 3 insertions(+), 3 deletions(-)
diff --git a/code/game/objects/items/toys.dm b/code/game/objects/items/toys.dm
index 73d4bc03d9d..648047ab626 100644
--- a/code/game/objects/items/toys.dm
+++ b/code/game/objects/items/toys.dm
@@ -952,7 +952,7 @@
user.visible_message("[user] presses a button on [src].", "You activate [src], it plays a loud noise!", "You hear the click of a button.")
sleep(5)
icon_state = "nuketoy"
- playsound(src, 'sound/machines/alarm.ogg', 100, 0, surround = 0)
+ playsound(src, 'sound/machines/alarm.ogg', 100, 0)
sleep(135)
icon_state = "nuketoycool"
sleep(cooldown - world.time)
@@ -1021,7 +1021,7 @@
if (cooldown < world.time)
cooldown = (world.time + 300) // Sets cooldown at 30 seconds
user.visible_message("[user] presses the big red button.", "You press the button, it plays a loud noise!", "The button clicks loudly.")
- playsound(src, 'sound/effects/explosionfar.ogg', 50, 0, surround = 0)
+ playsound(src, 'sound/effects/explosionfar.ogg', 50, 0)
for(var/mob/M in urange(10, src)) // Checks range
if(!M.stat && !isAI(M)) // Checks to make sure whoever's getting shaken is alive/not the AI
sleep(8) // Short delay to match up with the explosion sound
diff --git a/code/modules/chatter/chatter.dm b/code/modules/chatter/chatter.dm
index 4d1048e3ca9..2dfd0bd77d5 100644
--- a/code/modules/chatter/chatter.dm
+++ b/code/modules/chatter/chatter.dm
@@ -38,7 +38,7 @@
var/path = "sound/chatter/[phomeme]_[length].ogg"
playsound(loc, path,
- vol = 40, vary = 0, extrarange = 3, falloff = FALSE, surround = 1)
+ vol = 40, vary = 0, extrarange = 3, falloff = FALSE)
sleep((length + 1) * chatter_get_sleep_multiplier(phomeme))