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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 /🆑
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@@ -140,9 +140,9 @@ Simple datum which is instanced once per type and is used for every object of sa
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if(turf_sound_override)
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var/turf/open/O = T
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O.footstep = turf_sound_override
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O.barefootstep = turf_sound_override
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O.clawfootstep = turf_sound_override
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O.heavyfootstep = turf_sound_override
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O.barefootstep = turf_sound_override + "barefoot"
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O.clawfootstep = turf_sound_override + "claw"
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O.heavyfootstep = FOOTSTEP_GENERIC_HEAVY
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if(alpha < 255)
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T.AddElement(/datum/element/turf_z_transparency)
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setup_glow(T)
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