Alter playsound paradigm

This commit is contained in:
Aronai Sieyes
2020-05-18 23:35:05 -04:00
parent 3cf33431f1
commit 09074eaabb
398 changed files with 1046 additions and 1046 deletions

View File

@@ -67,7 +67,7 @@
/obj/effect/directional_shield/bullet_act(var/obj/item/projectile/P)
adjust_health(-P.get_structure_damage())
P.on_hit()
playsound(get_turf(src), 'sound/effects/EMPulse.ogg', 75, 1)
playsound(src, 'sound/effects/EMPulse.ogg', 75, 1)
// All the shields tied to their projector are one 'unit', and don't have individualized health values like most other shields.
/obj/effect/directional_shield/proc/adjust_health(amount)
@@ -144,12 +144,12 @@
destroy_shields()
var/turf/T = get_turf(src)
T.visible_message("<span class='danger'>\The [src] overloads and the shield vanishes!</span>")
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 75, 0)
playsound(src, 'sound/machines/defib_failed.ogg', 75, 0)
else
if(shield_health < max_shield_health / 4) // Play a more urgent sounding beep if it's at 25% health.
playsound(get_turf(src), 'sound/machines/defib_success.ogg', 75, 0)
playsound(src, 'sound/machines/defib_success.ogg', 75, 0)
else
playsound(get_turf(src), 'sound/machines/defib_SafetyOn.ogg', 75, 0)
playsound(src, 'sound/machines/defib_SafetyOn.ogg', 75, 0)
last_damaged_time = world.time
update_shield_colors()
@@ -203,9 +203,9 @@
if(always_on && !active) // Make shields as soon as possible if this is set.
create_shields()
if(shield_health == max_shield_health)
playsound(get_turf(src), 'sound/machines/defib_ready.ogg', 75, 0)
playsound(src, 'sound/machines/defib_ready.ogg', 75, 0)
else
playsound(get_turf(src), 'sound/machines/defib_safetyOff.ogg', 75, 0)
playsound(src, 'sound/machines/defib_safetyOff.ogg', 75, 0)
/obj/item/shield_projector/examine(var/mob/user)
. = ..()

View File

@@ -48,7 +48,7 @@
src.health -= aforce
//Play a fitting sound
playsound(src.loc, 'sound/effects/EMPulse.ogg', 75, 1)
playsound(src, 'sound/effects/EMPulse.ogg', 75, 1)
check_failure()
set_opacity(1)
@@ -105,7 +105,7 @@
src.health -= tforce
//This seemed to be the best sound for hitting a force field.
playsound(src.loc, 'sound/effects/EMPulse.ogg', 100, 1)
playsound(src, 'sound/effects/EMPulse.ogg', 100, 1)
check_failure()