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[MIRROR] Audio falloff re-work, and increased audio range. (#1406)
* Audio falloff re-work, and increased audio range. * a * a Co-authored-by: Qustinnus <Floydje123@hotmail.com> Co-authored-by: Azarak <azarak10@gmail.com>
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Qustinnus
Azarak
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b9fe7a0402
commit
d1315d9474
@@ -891,7 +891,7 @@
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for(var/mob/M in SSmobs.clients_by_zlevel[z])
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var/dist_far = get_dist(M, distant_source)
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if(dist_far <= long_range && dist_far > range)
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M.playsound_local(distant_source, "sound/runtime/hyperspace/[selected_sound]_distance.ogg", 100, falloff = 20)
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M.playsound_local(distant_source, "sound/runtime/hyperspace/[selected_sound]_distance.ogg", 100)
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else if(dist_far <= range)
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var/source
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if(engine_list.len == 0)
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@@ -903,7 +903,7 @@
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if(dist_near < closest_dist)
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source = O
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closest_dist = dist_near
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M.playsound_local(source, "sound/runtime/hyperspace/[selected_sound].ogg", 100, falloff = range / 2)
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M.playsound_local(source, "sound/runtime/hyperspace/[selected_sound].ogg", 100)
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// Losing all initial engines should get you 2
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// Adding another set of engines at 0.5 time
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