Material Tiles now use the correct sound files, preventing Runtimes (#74066)

## About The Pull Request
Material tiles used to reference an incorrect filename for some of their
footstep audio. This resulted in barefoot, claw, and heavy footsteps not
making any noise on them, as well as triggering a Runtime error in the
logs with each step taken. The code for constructing these file names
has been corrected, and now properly paths to the appropriate sounds.

Closes #70145

## Why It's Good For The Game
These changes improve stability by reducing unnecessary Runtimes, and
restore footstep noise to Material tiles for many creatures/scenarios.

## Changelog
🆑
fix: Material tile floors now make noise when walked on by
bare/claw/heavy feet
/🆑
This commit is contained in:
Antonio Tosti
2023-03-18 01:20:07 -06:00
committed by GitHub
parent bf6f81a9b5
commit c73662b16a
+3 -3
View File
@@ -140,9 +140,9 @@ Simple datum which is instanced once per type and is used for every object of sa
if(turf_sound_override)
var/turf/open/O = T
O.footstep = turf_sound_override
O.barefootstep = turf_sound_override
O.clawfootstep = turf_sound_override
O.heavyfootstep = turf_sound_override
O.barefootstep = turf_sound_override + "barefoot"
O.clawfootstep = turf_sound_override + "claw"
O.heavyfootstep = FOOTSTEP_GENERIC_HEAVY
if(alpha < 255)
T.AddElement(/datum/element/turf_z_transparency)
setup_glow(T)