diff --git a/code/game/gamemodes/technomancer/spells/audible_deception.dm b/code/game/gamemodes/technomancer/spells/audible_deception.dm index 9e82c46ad8..4b4edc261b 100644 --- a/code/game/gamemodes/technomancer/spells/audible_deception.dm +++ b/code/game/gamemodes/technomancer/spells/audible_deception.dm @@ -31,14 +31,14 @@ "Shotgun Pumping" = 'sound/weapons/shotgunpump.ogg', "Flash" = 'sound/weapons/flash.ogg', "Bite" = 'sound/weapons/bite.ogg', - "Gun Firing" = 'sound/weapons/gunshot.ogg', - "Desert Eagle Firing" = 'sound/weapons/deagle.ogg', - "Rifle Firing" = 'sound/weapons/rifleshot.ogg', - "Sniper Rifle Firing" = 'sound/weapons/svd_shot.ogg', - "AT Rifle Firing" = 'sound/weapons/sniper.ogg', - "Shotgun Firing" = 'sound/weapons/shotgun.ogg', - "Handgun Firing" = 'sound/weapons/gunshot3.ogg', - "Machinegun Firing" = 'sound/weapons/machinegun.ogg', + "Gun Firing" = 'sound/weapons/Gunshot1.ogg', + "Desert Eagle Firing" = 'sound/weapons/Gunshot_deagle.ogg', + "Rifle Firing" = 'sound/weapons/Gunshot_generic_rifle.ogg', + "Sniper Rifle Firing" = 'sound/weapons/Gunshot_sniper.ogg', + "AT Rifle Firing" = 'sound/weapons/Gunshot_cannon.ogg', + "Shotgun Firing" = 'sound/weapons/Gunshot_shotgun.ogg', + "Handgun Firing" = 'sound/weapons/Gunshot2.ogg', + "Machinegun Firing" = 'sound/weapons/Gunshot_machinegun.ogg', "Rocket Launcher Firing"= 'sound/weapons/rpg.ogg', "Taser Firing" = 'sound/weapons/Taser.ogg', "Laser Gun Firing" = 'sound/weapons/laser.ogg', @@ -92,4 +92,4 @@ M.Paralyse(4) else M.make_jittery(50) - M << "HONK" \ No newline at end of file + M << "HONK" diff --git a/code/game/mecha/combat/gorilla.dm b/code/game/mecha/combat/gorilla.dm index 100bae9f19..f94c8bc78e 100644 --- a/code/game/mecha/combat/gorilla.dm +++ b/code/game/mecha/combat/gorilla.dm @@ -4,7 +4,7 @@ icon_state = "mecha_uac2" equip_cooldown = 60 // 6 seconds projectile = /obj/item/projectile/bullet/cannon - fire_sound = 'sound/weapons/cannon.ogg' + fire_sound = 'sound/weapons/Gunshot_cannon.ogg' projectiles = 1 projectile_energy_cost = 1000 salvageable = 0 // We don't want players ripping this off a dead mech. Could potentially be a prize for beating it if Devs bless me and someone offers a nerf idea. diff --git a/code/game/mecha/equipment/weapons/weapons.dm b/code/game/mecha/equipment/weapons/weapons.dm index a53c471eb3..54e844ef99 100644 --- a/code/game/mecha/equipment/weapons/weapons.dm +++ b/code/game/mecha/equipment/weapons/weapons.dm @@ -296,7 +296,7 @@ description_info = "This weapon cannot be fired indoors, underground, or on-station." icon_state = "mecha_mortar" equip_cooldown = 30 - fire_sound = 'sound/weapons/cannon.ogg' + fire_sound = 'sound/weapons/Gunshot_cannon.ogg' fire_volume = 100 projectiles = 3 deviation = 0.6 @@ -319,7 +319,7 @@ icon_state = "mecha_scatter" equip_cooldown = 20 projectile = /obj/item/projectile/bullet/pellet/shotgun/flak - fire_sound = 'sound/weapons/gunshot/shotgun.ogg' + fire_sound = 'sound/weapons/Gunshot_shotgun.ogg' fire_volume = 80 projectiles = 40 projectiles_per_shot = 4 @@ -345,7 +345,7 @@ icon_state = "mecha_uac2" equip_cooldown = 10 projectile = /obj/item/projectile/bullet/pistol/medium - fire_sound = 'sound/weapons/machinegun.ogg' + fire_sound = 'sound/weapons/Gunshot_machinegun.ogg' projectiles = 30 //10 bursts, matching the Scattershot's 10. Also, conveniently, doesn't eat your powercell when reloading like 300 bullets does. projectiles_per_shot = 3 deviation = 0.3 @@ -523,7 +523,7 @@ icon_state = "mecha_drac3" equip_cooldown = 20 projectile = /obj/item/projectile/bullet/incendiary - fire_sound = 'sound/weapons/machinegun.ogg' + fire_sound = 'sound/weapons/Gunshot_machinegun.ogg' projectiles = 30 projectiles_per_shot = 2 deviation = 0.4 diff --git a/code/game/mecha/micro/micro_equipment.dm b/code/game/mecha/micro/micro_equipment.dm index 805148512d..9d2cfe40cd 100644 --- a/code/game/mecha/micro/micro_equipment.dm +++ b/code/game/mecha/micro/micro_equipment.dm @@ -49,7 +49,7 @@ equip_cooldown = 15 var/mode = 0 //0 - buckshot, 1 - beanbag, 2 - slug. projectile = /obj/item/projectile/bullet/pellet/shotgun - fire_sound = 'sound/weapons/shotgun.ogg' + fire_sound = 'sound/weapons/Gunshot_shotgun.ogg' fire_volume = 80 projectiles = 6 projectiles_per_shot = 1 diff --git a/code/game/objects/effects/map_effects/sound_emitter.dm b/code/game/objects/effects/map_effects/sound_emitter.dm index caa3b08d53..6d07cc7b7b 100644 --- a/code/game/objects/effects/map_effects/sound_emitter.dm +++ b/code/game/objects/effects/map_effects/sound_emitter.dm @@ -82,13 +82,13 @@ /obj/effect/map_effect/interval/sound_emitter/ballistic_gunfight sounds_to_play = list( - 'sound/weapons/gunshot.ogg', - 'sound/weapons/deagle.ogg', - 'sound/weapons/rifleshot.ogg', - 'sound/weapons/sniper.ogg', - 'sound/weapons/shotgun.ogg', - 'sound/weapons/gunshot3.ogg', - 'sound/weapons/machinegun.ogg' + 'sound/weapons/Gunshot1.ogg', + 'sound/weapons/Gunshot_deagle.ogg', + 'sound/weapons/Gunshot_generic_rifle.ogg', + 'sound/weapons/Gunshot_sniper.ogg', + 'sound/weapons/Gunshot_shotgun.ogg', + 'sound/weapons/Gunshot3.ogg', + 'sound/weapons/Gunshot_machinegun.ogg' ) interval_lower_bound = 5 interval_upper_bound = 2 SECONDS diff --git a/code/game/objects/items/latexballoon.dm b/code/game/objects/items/latexballoon.dm index 707a38a284..559bfbec0d 100644 --- a/code/game/objects/items/latexballoon.dm +++ b/code/game/objects/items/latexballoon.dm @@ -25,7 +25,7 @@ /obj/item/latexballon/proc/burst() if (!air_contents) return - playsound(src, 'sound/weapons/Gunshot.ogg', 100, 1) + playsound(src, 'sound/weapons/Gunshot_old.ogg', 100, 1) icon_state = "latexballon_bursted" item_state = "lgloves" loc.assume_air(air_contents) diff --git a/code/game/objects/items/weapons/tanks/tanks.dm b/code/game/objects/items/weapons/tanks/tanks.dm index c5443d5f16..79197e7a7b 100644 --- a/code/game/objects/items/weapons/tanks/tanks.dm +++ b/code/game/objects/items/weapons/tanks/tanks.dm @@ -42,14 +42,14 @@ var/list/global/tank_gauge_cache = list() description_info = "These tanks are utilised to store any of the various types of gaseous substances. \ They can be attached to various portable atmospheric devices to be filled or emptied.
\
\ - Each tank is fitted with an emergency relief valve. This relief valve will open if the tank is pressurised to over ~3000kPa or heated to over 173ºC. \ + Each tank is fitted with an emergency relief valve. This relief valve will open if the tank is pressurised to over ~3000kPa or heated to over 173�C. \ The valve itself will close after expending most or all of the contents into the air.
\
\ Filling a tank such that experiences ~4000kPa of pressure will cause the tank to rupture, spilling out its contents and destroying the tank. \ Tanks filled over ~5000kPa will rupture rather violently, exploding with significant force." - description_antag = "Each tank may be incited to burn by attaching wires and an igniter assembly, though the igniter can only be used once and the mixture only burn if the igniter pushes a flammable gas mixture above the minimum burn temperature (126ºC). \ - Wired and assembled tanks may be disarmed with a set of wirecutters. Any exploding or rupturing tank will generate shrapnel, assuming their relief valves have been welded beforehand. Even if not, they can be incited to expel hot gas on ignition if pushed above 173ºC. \ + description_antag = "Each tank may be incited to burn by attaching wires and an igniter assembly, though the igniter can only be used once and the mixture only burn if the igniter pushes a flammable gas mixture above the minimum burn temperature (126�C). \ + Wired and assembled tanks may be disarmed with a set of wirecutters. Any exploding or rupturing tank will generate shrapnel, assuming their relief valves have been welded beforehand. Even if not, they can be incited to expel hot gas on ignition if pushed above 173�C. \ Relatively easy to make, the single tank bomb requries no tank transfer valve, and is still a fairly formidable weapon that can be manufactured from any tank." /obj/item/weapon/tank/proc/init_proxy() @@ -65,7 +65,7 @@ var/list/global/tank_gauge_cache = list() src.air_contents = new /datum/gas_mixture() src.air_contents.volume = volume //liters src.air_contents.temperature = T20C - START_PROCESSING(SSobj, src) + START_PROCESSING(SSobj, src) update_gauge() return @@ -464,7 +464,7 @@ var/list/global/tank_gauge_cache = list() if(!T) return T.assume_air(air_contents) - playsound(get_turf(src), 'sound/weapons/shotgun.ogg', 20, 1) + playsound(get_turf(src), 'sound/weapons/Gunshot_shotgun.ogg', 20, 1) visible_message("\icon[src] \The [src] flies apart!", "You hear a bang!") T.hotspot_expose(air_contents.temperature, 70, 1) diff --git a/code/modules/clothing/chameleon.dm b/code/modules/clothing/chameleon.dm index b0fe0ae096..d2207e5c68 100644 --- a/code/modules/clothing/chameleon.dm +++ b/code/modules/clothing/chameleon.dm @@ -404,7 +404,7 @@ origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2, TECH_ILLEGAL = 4) matter = list() - fire_sound = 'sound/weapons/Gunshot.ogg' + fire_sound = 'sound/weapons/Gunshot1.ogg' projectile_type = /obj/item/projectile/chameleon charge_meter = 0 charge_cost = 48 //uses next to no power, since it's just holograms diff --git a/code/modules/flufftext/Hallucination.dm b/code/modules/flufftext/Hallucination.dm index ca95cc5422..f70873f226 100644 --- a/code/modules/flufftext/Hallucination.dm +++ b/code/modules/flufftext/Hallucination.dm @@ -124,9 +124,9 @@ mob/living/carbon/proc/handle_hallucinations() if(8) src << 'sound/machines/windowdoor.ogg' if(9) //To make it more realistic, I added two gunshots (enough to kill) - src << 'sound/weapons/Gunshot.ogg' + src << 'sound/weapons/Gunshot1.ogg' spawn(rand(10,30)) - src << 'sound/weapons/Gunshot.ogg' + src << 'sound/weapons/Gunshot2.ogg' if(10) src << 'sound/weapons/smash.ogg' if(11) //Same as above, but with tasers. diff --git a/code/modules/mob/living/carbon/human/species/station/station_special_abilities_vr.dm b/code/modules/mob/living/carbon/human/species/station/station_special_abilities_vr.dm index 994e3eb557..fadf7477f1 100644 --- a/code/modules/mob/living/carbon/human/species/station/station_special_abilities_vr.dm +++ b/code/modules/mob/living/carbon/human/species/station/station_special_abilities_vr.dm @@ -263,9 +263,9 @@ if(8) src << 'sound/machines/windowdoor.ogg' if(9) //To make it more realistic, I added two gunshots (enough to kill) - src << 'sound/weapons/Gunshot.ogg' + src << 'sound/weapons/Gunshot1.ogg' spawn(rand(10,30)) - src << 'sound/weapons/Gunshot.ogg' + src << 'sound/weapons/Gunshot2.ogg' if(10) src << 'sound/weapons/smash.ogg' if(11) //Same as above, but with tasers. diff --git a/code/modules/mob/living/simple_mob/subtypes/humanoid/mercs/mercs.dm b/code/modules/mob/living/simple_mob/subtypes/humanoid/mercs/mercs.dm index 57d5986e80..514f45df12 100644 --- a/code/modules/mob/living/simple_mob/subtypes/humanoid/mercs/mercs.dm +++ b/code/modules/mob/living/simple_mob/subtypes/humanoid/mercs/mercs.dm @@ -189,7 +189,7 @@ icon_state = "syndicateranged_shotgun" icon_living = "syndicateranged_shotgun" projectiletype = /obj/item/projectile/bullet/pellet/shotgun // Buckshot - projectilesound = 'sound/weapons/gunshot/shotgun.ogg' + projectilesound = 'sound/weapons/Gunshot_shotgun.ogg' loot_list = list(/obj/item/weapon/gun/projectile/shotgun/pump = 100) diff --git a/code/modules/mob/living/simple_mob/subtypes/humanoid/russian.dm b/code/modules/mob/living/simple_mob/subtypes/humanoid/russian.dm index 4a0bd00261..ce679f90de 100644 --- a/code/modules/mob/living/simple_mob/subtypes/humanoid/russian.dm +++ b/code/modules/mob/living/simple_mob/subtypes/humanoid/russian.dm @@ -28,7 +28,7 @@ projectiletype = /obj/item/projectile/bullet casingtype = /obj/item/ammo_casing/spent - projectilesound = 'sound/weapons/Gunshot.ogg' + projectilesound = 'sound/weapons/Gunshot4.ogg' loot_list = list(/obj/item/weapon/gun/projectile/revolver/mateba = 100) diff --git a/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/hivebot.dm b/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/hivebot.dm index fe43c856f9..c90d0413be 100644 --- a/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/hivebot.dm +++ b/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/hivebot.dm @@ -17,7 +17,7 @@ movement_sound = 'sound/effects/servostep.ogg' attacktext = list("clawed") - projectilesound = 'sound/weapons/Gunshot.ogg' + projectilesound = 'sound/weapons/Gunshot_old.ogg' ai_holder_type = /datum/ai_holder/simple_mob/hivebot say_list_type = /datum/say_list/hivebot diff --git a/code/modules/projectiles/ammunition/rounds.dm b/code/modules/projectiles/ammunition/rounds.dm index e87c91409d..d81f7fe312 100644 --- a/code/modules/projectiles/ammunition/rounds.dm +++ b/code/modules/projectiles/ammunition/rounds.dm @@ -110,7 +110,7 @@ /obj/item/ammo_casing/a9mm/practice desc = "A 9mm practice bullet casing." icon_state = "r-casing" - projectile_type = /obj/item/projectile/bullet/pistol/practice + projectile_type = /obj/item/projectile/bullet/practice /* * .45 @@ -130,7 +130,7 @@ /obj/item/ammo_casing/a45/practice desc = "A .45 practice bullet casing." icon_state = "r-casing" - projectile_type = /obj/item/projectile/bullet/pistol/practice + projectile_type = /obj/item/projectile/bullet/practice matter = list(DEFAULT_WALL_MATERIAL = 60) /obj/item/ammo_casing/a45/rubber @@ -202,7 +202,7 @@ name = "shotgun shell" desc = "A practice shell." icon_state = "pshell" - projectile_type = /obj/item/projectile/bullet/shotgun/practice + projectile_type = /obj/item/projectile/bullet/practice matter = list(DEFAULT_WALL_MATERIAL = 90) /obj/item/ammo_casing/a12g/beanbag @@ -260,7 +260,7 @@ /obj/item/ammo_casing/a762/practice desc = "A 7.62mm practice bullet casing." icon_state = "rifle-casing" // Need to make an icon for these - projectile_type = /obj/item/projectile/bullet/rifle/practice + projectile_type = /obj/item/projectile/bullet/practice matter = list(DEFAULT_WALL_MATERIAL = 90) /obj/item/ammo_casing/a762/blank @@ -306,7 +306,7 @@ /obj/item/ammo_casing/a545/practice desc = "A 5.45mm practice bullet casing." icon_state = "rifle-casing" // Need to make an icon for these - projectile_type = /obj/item/projectile/bullet/rifle/practice + projectile_type = /obj/item/projectile/bullet/practice matter = list(DEFAULT_WALL_MATERIAL = 90) /obj/item/ammo_casing/a545/blank diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index 9af572982b..e6d15837d0 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -56,7 +56,7 @@ var/fire_delay = 6 //delay after shooting before the gun can be used again var/burst_delay = 2 //delay between shots, if firing in bursts var/move_delay = 1 - var/fire_sound = 'sound/weapons/Gunshot.ogg' + var/fire_sound = null // This is handled by projectile.dm's fire_sound var now, but you can override the projectile's fire_sound with this one if you want to. var/fire_sound_text = "gunshot" var/fire_anim = null var/recoil = 0 //screen shake @@ -474,10 +474,7 @@ last_shot = world.time - if(silenced) - playsound(src, fire_sound, 10, 1) - else - playsound(src, fire_sound, 50, 1) + play_fire_sound() if(muzzle_flash) set_light(muzzle_flash) @@ -673,7 +670,13 @@ return launched /obj/item/weapon/gun/proc/play_fire_sound(var/mob/user, var/obj/item/projectile/P) - var/shot_sound = (istype(P) && P.fire_sound)? P.fire_sound : fire_sound + var/shot_sound = fire_sound + + if(!shot_sound && istype(P) && P.fire_sound) // If the gun didn't have a fire_sound, but the projectile exists, and has a sound... + shot_sound = P.fire_sound + if(!shot_sound) // If there's still no sound... + return + if(silenced) playsound(user, shot_sound, 10, 1) else @@ -696,11 +699,7 @@ var/obj/item/projectile/in_chamber = consume_next_projectile() if (istype(in_chamber)) user.visible_message("[user] pulls the trigger.") - var/shot_sound = in_chamber.fire_sound? in_chamber.fire_sound : fire_sound - if(silenced) - playsound(user, shot_sound, 10, 1) - else - playsound(user, shot_sound, 50, 1) + play_fire_sound() if(istype(in_chamber, /obj/item/projectile/beam/lastertag)) user.show_message("You feel rather silly, trying to commit suicide with a toy.") mouthshoot = 0 diff --git a/code/modules/projectiles/guns/energy.dm b/code/modules/projectiles/guns/energy.dm index 011469ae4e..c2eb93932b 100644 --- a/code/modules/projectiles/guns/energy.dm +++ b/code/modules/projectiles/guns/energy.dm @@ -2,7 +2,6 @@ name = "energy gun" desc = "A basic energy-based gun." icon_state = "energy" - fire_sound = 'sound/weapons/Taser.ogg' fire_sound_text = "laser blast" var/obj/item/weapon/cell/power_supply //What type of power cell this uses @@ -28,7 +27,7 @@ ..() if(self_recharge) power_supply = new /obj/item/weapon/cell/device/weapon(src) - START_PROCESSING(SSobj, src) + START_PROCESSING(SSobj, src) else if(cell_type) power_supply = new cell_type(src) @@ -189,7 +188,7 @@ if(power_supply == null) power_supply = new /obj/item/weapon/cell/device/weapon(src) self_recharge = 1 - START_PROCESSING(SSobj, src) + START_PROCESSING(SSobj, src) update_icon() /obj/item/weapon/gun/energy/get_description_interaction() diff --git a/code/modules/projectiles/guns/energy/hooklauncher.dm b/code/modules/projectiles/guns/energy/hooklauncher.dm index dbb74c775a..2c170544a0 100644 --- a/code/modules/projectiles/guns/energy/hooklauncher.dm +++ b/code/modules/projectiles/guns/energy/hooklauncher.dm @@ -7,7 +7,6 @@ desc = "A large, strange gauntlet." icon_state = "gravwhip" item_state = "gravwhip" - fire_sound = 'sound/effects/zzzt.ogg' fire_sound_text = "laser blast" fire_delay = 15 diff --git a/code/modules/projectiles/guns/energy/laser.dm b/code/modules/projectiles/guns/energy/laser.dm index 3c83134126..4d707e7494 100644 --- a/code/modules/projectiles/guns/energy/laser.dm +++ b/code/modules/projectiles/guns/energy/laser.dm @@ -130,7 +130,6 @@ icon_state = "sniper" item_state = "sniper" item_state_slots = list(slot_r_hand_str = "z8carbine", slot_l_hand_str = "z8carbine") //placeholder - fire_sound = 'sound/weapons/gauss_shoot.ogg' origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 5, TECH_POWER = 4) projectile_type = /obj/item/projectile/beam/sniper slot_flags = SLOT_BACK @@ -157,7 +156,6 @@ description_fluff = "Modeled after ancient hunting rifles, this rifle was dubbed the 'Rainy Day Special' by some, due to its use as some barmens' fight-stopper of choice. One shot is all it takes, or so they say." icon_state = "eshotgun" item_state = "shotgun" - fire_sound = 'sound/weapons/gauss_shoot.ogg' origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_POWER = 3) projectile_type = /obj/item/projectile/beam/sniper slot_flags = SLOT_BACK diff --git a/code/modules/projectiles/guns/energy/pulse.dm b/code/modules/projectiles/guns/energy/pulse.dm index 6513a00052..30eb8ecd37 100644 --- a/code/modules/projectiles/guns/energy/pulse.dm +++ b/code/modules/projectiles/guns/energy/pulse.dm @@ -22,7 +22,6 @@ /obj/item/weapon/gun/energy/pulse_rifle/destroyer name = "pulse destroyer" desc = "A heavy-duty, pulse-based energy weapon. Because of its complexity and cost, it is rarely seen in use except by specialists." - fire_sound='sound/weapons/gauss_shoot.ogg' projectile_type=/obj/item/projectile/beam/pulse charge_cost = 120 diff --git a/code/modules/projectiles/guns/energy/special.dm b/code/modules/projectiles/guns/energy/special.dm index 51d4d6c2a1..c4193289dd 100644 --- a/code/modules/projectiles/guns/energy/special.dm +++ b/code/modules/projectiles/guns/energy/special.dm @@ -30,7 +30,6 @@ desc = "A gun that discharges high amounts of controlled radiation to slowly break a target into component elements." icon_state = "decloner" item_state = "decloner" - fire_sound = 'sound/weapons/pulse3.ogg' origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 4, TECH_POWER = 3) projectile_type = /obj/item/projectile/energy/declone @@ -39,7 +38,6 @@ desc = "A tool that discharges controlled radiation which induces mutation in plant cells." icon_state = "floramut100" item_state = "floramut" - fire_sound = 'sound/effects/stealthoff.ogg' projectile_type = /obj/item/projectile/energy/floramut origin_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3) modifystate = "floramut" @@ -112,13 +110,11 @@ desc = "A custom-built weapon of some kind." icon_state = "xray" projectile_type = /obj/item/projectile/beam/mindflayer - fire_sound = 'sound/weapons/Laser.ogg' /obj/item/weapon/gun/energy/toxgun name = "phoron pistol" desc = "A specialized firearm designed to fire lethal bolts of phoron." icon_state = "toxgun" - fire_sound = 'sound/effects/stealthoff.ogg' w_class = ITEMSIZE_NORMAL origin_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4) projectile_type = /obj/item/projectile/energy/phoron @@ -131,7 +127,6 @@ icon = 'icons/obj/gun.dmi' item_icons = null icon_state = "staffofchange" - fire_sound = 'sound/weapons/emitter.ogg' flags = CONDUCT slot_flags = SLOT_BACK w_class = ITEMSIZE_LARGE @@ -187,7 +182,6 @@ obj/item/weapon/gun/energy/staff/focus icon_state = "dakkalaser" item_state = "dakkalaser" wielded_item_state = "dakkalaser-wielded" - fire_sound = 'sound/weapons/Laser.ogg' w_class = ITEMSIZE_HUGE charge_cost = 24 // 100 shots, it's a spray and pray (to RNGesus) weapon. projectile_type = /obj/item/projectile/energy/blue_pellet @@ -211,7 +205,6 @@ obj/item/weapon/gun/energy/staff/focus icon_state = "mhdhowitzer" item_state = "mhdhowitzer" wielded_item_state = "mhdhowitzer-wielded" - fire_sound = 'sound/weapons/emitter2.ogg' w_class = ITEMSIZE_HUGE charge_cost = 10000 // Uses large cells, can at max have 3 shots. diff --git a/code/modules/projectiles/guns/energy/stun.dm b/code/modules/projectiles/guns/energy/stun.dm index 312a6b0648..7054d4f4e6 100644 --- a/code/modules/projectiles/guns/energy/stun.dm +++ b/code/modules/projectiles/guns/energy/stun.dm @@ -36,7 +36,6 @@ matter = list(DEFAULT_WALL_MATERIAL = 2000) slot_flags = SLOT_BELT | SLOT_HOLSTER silenced = 1 - fire_sound = 'sound/weapons/Genhit.ogg' projectile_type = /obj/item/projectile/energy/bolt charge_cost = 480 cell_type = /obj/item/weapon/cell/device/weapon/recharge diff --git a/code/modules/projectiles/guns/energy/temperature.dm b/code/modules/projectiles/guns/energy/temperature.dm index 5e24564292..cf9706effd 100644 --- a/code/modules/projectiles/guns/energy/temperature.dm +++ b/code/modules/projectiles/guns/energy/temperature.dm @@ -1,7 +1,6 @@ /obj/item/weapon/gun/energy/temperature name = "temperature gun" icon_state = "freezegun" - fire_sound = 'sound/weapons/pulse3.ogg' desc = "A gun that can add or remove heat from entities it hits. In other words, it can fire 'cold', and 'hot' beams." charge_cost = 240 origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 4, TECH_POWER = 3, TECH_MAGNET = 2) diff --git a/code/modules/projectiles/guns/launcher/grenade_launcher.dm b/code/modules/projectiles/guns/launcher/grenade_launcher.dm index 207572a8c6..38d84f384a 100644 --- a/code/modules/projectiles/guns/launcher/grenade_launcher.dm +++ b/code/modules/projectiles/guns/launcher/grenade_launcher.dm @@ -6,7 +6,7 @@ w_class = ITEMSIZE_LARGE force = 10 - fire_sound = 'sound/weapons/empty.ogg' + fire_sound = 'sound/weapons/grenade_launcher.ogg' fire_sound_text = "a metallic thunk" recoil = 0 throw_distance = 7 diff --git a/code/modules/projectiles/guns/launcher/pneumatic.dm b/code/modules/projectiles/guns/launcher/pneumatic.dm index e737507b2c..cfe4533109 100644 --- a/code/modules/projectiles/guns/launcher/pneumatic.dm +++ b/code/modules/projectiles/guns/launcher/pneumatic.dm @@ -8,7 +8,7 @@ flags = CONDUCT fire_sound_text = "a loud whoosh of moving air" fire_delay = 50 - fire_sound = 'sound/weapons/tablehit1.ogg' + fire_sound = 'sound/weapons/grenade_launcher.ogg' // Formerly tablehit1.ogg but I like this better -Ace var/fire_pressure // Used in fire checks/pressure checks. var/max_w_class = ITEMSIZE_NORMAL // Hopper intake size. diff --git a/code/modules/projectiles/guns/magnetic/magnetic.dm b/code/modules/projectiles/guns/magnetic/magnetic.dm index 2d1234e84f..20e0ea8512 100644 --- a/code/modules/projectiles/guns/magnetic/magnetic.dm +++ b/code/modules/projectiles/guns/magnetic/magnetic.dm @@ -20,8 +20,6 @@ var/power_cost = 950 // Cost per fire, should consume almost an entire basic cell. var/power_per_tick // Capacitor charge per process(). Updated based on capacitor rating. - fire_sound = 'sound/weapons/railgun.ogg' - /obj/item/weapon/gun/magnetic/New() START_PROCESSING(SSobj, src) if(capacitor) diff --git a/code/modules/projectiles/guns/magnetic/magnetic_railgun.dm b/code/modules/projectiles/guns/magnetic/magnetic_railgun.dm index 466fbd3b33..0be62e0688 100644 --- a/code/modules/projectiles/guns/magnetic/magnetic_railgun.dm +++ b/code/modules/projectiles/guns/magnetic/magnetic_railgun.dm @@ -102,7 +102,6 @@ load_type = /obj/item/weapon/magnetic_ammo projectile_type = /obj/item/projectile/bullet/magnetic/flechette loaded = /obj/item/weapon/magnetic_ammo - fire_sound = 'sound/weapons/rapidslice.ogg' empty_sound = 'sound/weapons/smg_empty_alarm.ogg' firemodes = list( diff --git a/code/modules/projectiles/guns/modular_guns.dm b/code/modules/projectiles/guns/modular_guns.dm index 64b33347cd..38e2ed1a93 100644 --- a/code/modules/projectiles/guns/modular_guns.dm +++ b/code/modules/projectiles/guns/modular_guns.dm @@ -121,10 +121,10 @@ chargecost_lethal = 200 firemodes = list( - new /datum/firemode(src, list(mode_name="stun", projectile_type=beammode, fire_sound='sound/weapons/Taser.ogg', charge_cost = chargecost)), - new /datum/firemode(src, list(mode_name="lethal", projectile_type=beammode_lethal, fire_sound='sound/weapons/Laser.ogg', charge_cost = chargecost_lethal)), - new /datum/firemode(src, list(mode_name="[burstmode] shot stun", projectile_type=beammode, fire_sound='sound/weapons/Taser.ogg', charge_cost = chargecost, burst = burstmode)), - new /datum/firemode(src, list(mode_name="[burstmode] shot lethal", projectile_type=beammode_lethal, fire_sound='sound/weapons/Laser.ogg', charge_cost = chargecost_lethal, burst = burstmode)), + new /datum/firemode(src, list(mode_name="stun", projectile_type=beammode, charge_cost = chargecost)), + new /datum/firemode(src, list(mode_name="lethal", projectile_type=beammode_lethal, charge_cost = chargecost_lethal)), + new /datum/firemode(src, list(mode_name="[burstmode] shot stun", projectile_type=beammode, charge_cost = chargecost, burst = burstmode)), + new /datum/firemode(src, list(mode_name="[burstmode] shot lethal", projectile_type=beammode_lethal, charge_cost = chargecost_lethal, burst = burstmode)), ) /obj/item/weapon/gun/energy/modular/load_ammo(var/obj/item/C, mob/user) diff --git a/code/modules/projectiles/guns/projectile/automatic.dm b/code/modules/projectiles/guns/projectile/automatic.dm index a1afc075b5..bf6135a42f 100644 --- a/code/modules/projectiles/guns/projectile/automatic.dm +++ b/code/modules/projectiles/guns/projectile/automatic.dm @@ -46,7 +46,6 @@ caliber = "10mm" origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2, TECH_ILLEGAL = 8) slot_flags = SLOT_BELT|SLOT_BACK - fire_sound = 'sound/weapons/Gunshot_light.ogg' load_method = MAGAZINE magazine_type = /obj/item/ammo_magazine/m10mm allowed_magazines = list(/obj/item/ammo_magazine/m10mm) @@ -107,7 +106,6 @@ origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2) slot_flags = SLOT_BELT ammo_type = "/obj/item/ammo_casing/a9mmr" - fire_sound = 'sound/weapons/Gunshot_light.ogg' load_method = MAGAZINE magazine_type = /obj/item/ammo_magazine/m9mmt/rubber allowed_magazines = list(/obj/item/ammo_magazine/m9mmt) @@ -131,7 +129,6 @@ force = 10 caliber = "7.62mm" origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 3) - fire_sound = 'sound/weapons/Gunshot.ogg' slot_flags = SLOT_BACK load_method = MAGAZINE magazine_type = /obj/item/ammo_magazine/m762 @@ -204,7 +201,6 @@ caliber = "5.45mm" origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 1, TECH_ILLEGAL = 2) slot_flags = SLOT_BACK - fire_sound = 'sound/weapons/machinegun.ogg' load_method = MAGAZINE magazine_type = /obj/item/ammo_magazine/m545saw allowed_magazines = list(/obj/item/ammo_magazine/m545saw, /obj/item/ammo_magazine/m545) @@ -337,7 +333,6 @@ caliber = "9mm" origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2) slot_flags = SLOT_BELT // ToDo: Belt sprite. - fire_sound = 'sound/weapons/Gunshot_light.ogg' load_method = MAGAZINE magazine_type = /obj/item/ammo_magazine/m9mmp90 allowed_magazines = list(/obj/item/ammo_magazine/m9mmp90, /obj/item/ammo_magazine/m9mmt) // ToDo: New sprite for the different mag. diff --git a/code/modules/projectiles/guns/projectile/boltaction.dm b/code/modules/projectiles/guns/projectile/boltaction.dm index 47dbda54d1..cdcf0bd1cb 100644 --- a/code/modules/projectiles/guns/projectile/boltaction.dm +++ b/code/modules/projectiles/guns/projectile/boltaction.dm @@ -5,7 +5,7 @@ desc = "A reproduction of an almost ancient weapon design from the early 20th century. It's still popular among hunters and collectors due to its reliability. Uses 7.62mm rounds." item_state = "boltaction" icon_state = "boltaction" - fire_sound = 'sound/weapons/rifleshot.ogg' + fire_sound = 'sound/weapons/Gunshot_generic_rifle.ogg' max_shells = 5 caliber = "7.62mm" origin_tech = list(TECH_COMBAT = 1)// Old as shit rifle doesn't have very good tech. @@ -29,7 +29,7 @@ if(istype(A, /obj/item/weapon/surgical/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter) && w_class != ITEMSIZE_NORMAL) user << "You begin to shorten the barrel and stock of \the [src]." if(loaded.len) - afterattack(user, user) //will this work? //it will. we call it twice, for twice the FUN + afterattack(user, user) playsound(user, fire_sound, 50, 1) user.visible_message("[src] goes off!", "The rifle goes off in your face!") return @@ -53,7 +53,6 @@ desc = "A reproduction of an almost ancient weapon design from the 19th century. This one uses a lever-action to move new rounds into the chamber. Uses 7.62mm rounds." item_state = "leveraction" icon_state = "leveraction" - fire_sound = 'sound/weapons/rifleshot.ogg' max_shells = 5 caliber = "7.62mm" origin_tech = list(TECH_COMBAT = 1)// Old as shit rifle doesn't have very good tech. diff --git a/code/modules/projectiles/guns/projectile/pistol.dm b/code/modules/projectiles/guns/projectile/pistol.dm index c7518c5aa6..7a32ea21fa 100644 --- a/code/modules/projectiles/guns/projectile/pistol.dm +++ b/code/modules/projectiles/guns/projectile/pistol.dm @@ -132,8 +132,8 @@ item_state = "deagle" force = 14.0 caliber = ".44" + fire_sound = 'sound/weapons/Gunshot_deagle.ogg' load_method = MAGAZINE - fire_sound = 'sound/weapons/deagle.ogg' magazine_type = /obj/item/ammo_magazine/m44 allowed_magazines = list(/obj/item/ammo_magazine/m44) @@ -154,33 +154,13 @@ icon_state = "deaglecamo" item_state = "deagleg" -/* -/obj/item/weapon/gun/projectile/fiveseven - name = "\improper WT-AP57" - desc = "This tacticool pistol made by Ward-Takahashi trades stopping power for armor piercing and a large capacity. Uses 5mm rounds." - icon_state = "fnseven" - origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2) - caliber = "5mm" - load_method = MAGAZINE - fire_sound = 'sound/weapons/semiauto.ogg' - magazine_type = /obj/item/ammo_magazine/c5mm - allowed_magazines = list(/obj/item/ammo_magazine/c5mm) - -/obj/item/weapon/gun/projectile/fiveseven/update_icon() - ..() - if(ammo_magazine) - icon_state = "fnseven" - else - icon_state = "fnseven-empty" -*/ - /obj/item/weapon/gun/projectile/gyropistol // Does this even appear anywhere outside of admin abuse? name = "gyrojet pistol" desc = "Speak softly, and carry a big gun. Fires rare .75 caliber self-propelled exploding bolts--because fuck you and everything around you." icon_state = "gyropistol" max_shells = 8 caliber = ".75" - fire_sound = 'sound/weapons/rpg.ogg' + fire_sound = 'sound/weapons/railgun.ogg' origin_tech = list(TECH_COMBAT = 3) ammo_type = "/obj/item/ammo_casing/a75" load_method = MAGAZINE @@ -331,7 +311,6 @@ origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2) caliber = "9mm" load_method = MAGAZINE - fire_sound = 'sound/weapons/gunshot3.ogg' magazine_type = /obj/item/ammo_magazine/m9mm allowed_magazines = list(/obj/item/ammo_magazine/m9mm) // Can accept illegal large capacity magazines, or compact magazines. diff --git a/code/modules/projectiles/guns/projectile/revolver.dm b/code/modules/projectiles/guns/projectile/revolver.dm index 2d25265ea5..85d8d5ecdf 100644 --- a/code/modules/projectiles/guns/projectile/revolver.dm +++ b/code/modules/projectiles/guns/projectile/revolver.dm @@ -46,7 +46,6 @@ icon_state = "detective" caliber = ".38" origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2) - fire_sound = 'sound/weapons/gunshot3.ogg' ammo_type = /obj/item/ammo_casing/a38 /obj/item/weapon/gun/projectile/revolver/detective/verb/rename_gun() @@ -73,7 +72,6 @@ icon_state = "detective" caliber = ".45" origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2) - fire_sound = 'sound/weapons/gunshot_heavy.ogg' ammo_type = /obj/item/ammo_casing/a45/rubber max_shells = 7 @@ -125,7 +123,6 @@ obj/item/weapon/gun/projectile/revolver/detective45/verb/rename_gun() icon_state = "deckard-empty" caliber = ".38" origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2) - fire_sound = 'sound/weapons/gunshot3.ogg' ammo_type = /obj/item/ammo_casing/a38 /obj/item/weapon/gun/projectile/revolver/deckard/emp diff --git a/code/modules/projectiles/guns/projectile/semiauto.dm b/code/modules/projectiles/guns/projectile/semiauto.dm index d4cd616188..a1dd63cf97 100644 --- a/code/modules/projectiles/guns/projectile/semiauto.dm +++ b/code/modules/projectiles/guns/projectile/semiauto.dm @@ -7,7 +7,7 @@ caliber = "7.62mm" origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2) slot_flags = SLOT_BACK - fire_sound = 'sound/weapons/rifleshot.ogg' + //fire_sound = 'sound/weapons/rifleshot.ogg' load_method = MAGAZINE // ToDo: Make it so MAGAZINE, SPEEDLOADER and SINGLE_CASING can all be used on the same gun. magazine_type = /obj/item/ammo_magazine/m762garand allowed_magazines = list(/obj/item/ammo_magazine/m762garand) diff --git a/code/modules/projectiles/guns/projectile/sniper.dm b/code/modules/projectiles/guns/projectile/sniper.dm index 230e2b4d50..76a6faf1d7 100644 --- a/code/modules/projectiles/guns/projectile/sniper.dm +++ b/code/modules/projectiles/guns/projectile/sniper.dm @@ -84,7 +84,7 @@ scoped_accuracy = 0 // requires_two_hands = 1 // one_handed_penalty = 60 // The weapon itself is heavy, and the long barrel makes it hard to hold steady with just one hand. - fire_sound = 'sound/weapons/SVD_shot.ogg' + fire_sound = 'sound/weapons/Gunshot_SVD.ogg' // Has a very unique sound. magazine_type = /obj/item/ammo_magazine/m762svd allowed_magazines = list(/obj/item/ammo_magazine/m762svd) diff --git a/code/modules/projectiles/guns/vox.dm b/code/modules/projectiles/guns/vox.dm index 9686c22711..83b3f1eb9e 100644 --- a/code/modules/projectiles/guns/vox.dm +++ b/code/modules/projectiles/guns/vox.dm @@ -15,8 +15,8 @@ icon = 'icons/obj/gun.dmi' icon_state = "spikethrower3" item_state = "spikethrower" - fire_sound_text = "a strange noise" fire_sound = 'sound/weapons/bladeslice.ogg' + fire_sound_text = "a strange noise" /obj/item/weapon/gun/launcher/spikethrower/New() ..() diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm index 8b113299b3..7e92da9e46 100644 --- a/code/modules/projectiles/projectile.dm +++ b/code/modules/projectiles/projectile.dm @@ -72,7 +72,7 @@ var/tracer_type var/impact_type - var/fire_sound + var/fire_sound = 'sound/weapons/Gunshot_old.ogg' // Can be overriden in gun.dm's fire_sound var. It can also be null but I don't know why you'd ever want to do that. -Ace var/vacuum_traversal = 1 //Determines if the projectile can exist in vacuum, if false, the projectile will be deleted if it enters vacuum. diff --git a/code/modules/projectiles/projectile/beams.dm b/code/modules/projectiles/projectile/beams.dm index ee2ccc437c..59c05eddcc 100644 --- a/code/modules/projectiles/projectile/beams.dm +++ b/code/modules/projectiles/projectile/beams.dm @@ -98,7 +98,7 @@ /obj/item/projectile/beam/pulse name = "pulse" icon_state = "u_laser" - fire_sound='sound/weapons/pulse.ogg' + fire_sound='sound/weapons/gauss_shoot.ogg' // Needs a more meaty sound than what pulse.ogg currently is; this will be a placeholder for now. damage = 100 //Badmin toy, don't care armor_penetration = 100 light_color = "#0066FF" diff --git a/code/modules/projectiles/projectile/bullets.dm b/code/modules/projectiles/projectile/bullets.dm index ed16105939..cff515e403 100644 --- a/code/modules/projectiles/projectile/bullets.dm +++ b/code/modules/projectiles/projectile/bullets.dm @@ -1,7 +1,7 @@ /obj/item/projectile/bullet name = "bullet" icon_state = "bullet" - fire_sound = 'sound/weapons/gunshot/gunshot_strong.ogg' + fire_sound = 'sound/weapons/Gunshot4.ogg' damage = 60 damage_type = BRUTE nodamage = 0 @@ -65,7 +65,7 @@ /* short-casing projectiles, like the kind used in pistols or SMGs */ /obj/item/projectile/bullet/pistol // 9mm pistols and most SMGs. Sacrifice power for capacity. - fire_sound = 'sound/weapons/gunshot/gunshot_pistol.ogg' // ToDo: Different shot sounds for different strength pistols. -Ace + fire_sound = 'sound/weapons/gunshot2.ogg' damage = 20 /obj/item/projectile/bullet/pistol/ap @@ -77,7 +77,7 @@ armor_penetration = -50 /obj/item/projectile/bullet/pistol/medium // .45 (and maybe .40 if it ever gets added) caliber security pistols. Balance between capacity and power. - // fire_sound = 'sound/weapons/gunshot3.ogg' // ToDo: Different shot sounds for different strength pistols. + fire_sound = 'sound/weapons/gunshot3.ogg' // Snappier sound. damage = 25 /obj/item/projectile/bullet/pistol/medium/ap @@ -89,11 +89,11 @@ armor_penetration = -50 /obj/item/projectile/bullet/pistol/strong // .357 and .44 caliber stuff. High power pistols like the Mateba or Desert Eagle. Sacrifice capacity for power. - fire_sound = 'sound/weapons/gunshot/gunshot_strong.ogg' // ToDo: Replace with something less ugly. I recommend weapons/gunshot3.ogg + fire_sound = 'sound/weapons/gunshot4.ogg' damage = 60 /obj/item/projectile/bullet/pistol/rubber/strong // "Rubber" bullets for high power pistols. - fire_sound = 'sound/weapons/gunshot/gunshot_strong.ogg' // ToDo: Same as above. + fire_sound = 'sound/weapons/gunshot3.ogg' // Rubber shots have less powder, but these still have more punch than normal rubber shot. damage = 10 agony = 60 embed_chance = 0 @@ -107,12 +107,13 @@ embed_chance = 0 sharp = 0 check_armour = "melee" + fire_sound ='sound/weapons/Gunshot_pathetic.ogg' // Rubber shots have less powder in the casing. /* shotgun projectiles */ /obj/item/projectile/bullet/shotgun name = "slug" - fire_sound = 'sound/weapons/gunshot/shotgun.ogg' + fire_sound = 'sound/weapons/Gunshot_shotgun.ogg' damage = 50 armor_penetration = 15 @@ -128,7 +129,7 @@ //Overall less damage than slugs in exchange for more damage at very close range and more embedding /obj/item/projectile/bullet/pellet/shotgun name = "shrapnel" - fire_sound = 'sound/weapons/gunshot/shotgun.ogg' + fire_sound = 'sound/weapons/Gunshot_shotgun.ogg' damage = 13 pellets = 6 range_step = 1 @@ -143,7 +144,7 @@ //EMP shotgun 'slug', it's basically a beanbag that pops a tiny emp when it hits. //Not currently used /obj/item/projectile/bullet/shotgun/ion name = "ion slug" - fire_sound = 'sound/weapons/Laser.ogg' + fire_sound = 'sound/weapons/Laser.ogg' // Really? We got nothing better than this? damage = 15 embed_chance = 0 sharp = 0 @@ -160,14 +161,18 @@ /* "Rifle" rounds */ /obj/item/projectile/bullet/rifle - fire_sound = 'sound/weapons/gunshot/gunshot3.ogg' + fire_sound = 'sound/weapons/Gunshot_generic_rifle.ogg' armor_penetration = 15 penetrating = 1 /obj/item/projectile/bullet/rifle/a762 - fire_sound = 'sound/weapons/gunshot/gunshot2.ogg' + fire_sound = 'sound/weapons/Gunshot_heavy.ogg' damage = 35 +/obj/item/projectile/bullet/rifle/a762/sniper // Hitscan specifically for sniper ammo; to be implimented at a later date, probably for the SVD. -Ace + fire_sound = 'sound/weapons/Gunshot_sniper.ogg' + hitscan = 1 //so the ammo isn't useless as a sniper weapon + /obj/item/projectile/bullet/rifle/a762/ap damage = 30 armor_penetration = 50 // At 30 or more armor, this will do more damage than standard rounds. @@ -177,12 +182,13 @@ armor_penetration = -50 penetrating = 0 -/obj/item/projectile/bullet/rifle/a762/hunter // Optimized for killing simple animals and not people, because Balance. +/obj/item/projectile/bullet/rifle/a762/hunter // Optimized for killing simple animals and not people, because Balance(tm) damage = 20 SA_bonus_damage = 50 // 70 total on animals. SA_vulnerability = SA_ANIMAL /obj/item/projectile/bullet/rifle/a545 + fire_sound = 'sound/weapons/Gunshot_light.ogg' damage = 25 /obj/item/projectile/bullet/rifle/a545/ap @@ -199,8 +205,8 @@ SA_bonus_damage = 35 // 50 total on animals. SA_vulnerability = SA_ANIMAL -/obj/item/projectile/bullet/rifle/a145 - fire_sound = 'sound/weapons/gunshot/sniper.ogg' +/obj/item/projectile/bullet/rifle/a145 // 14.5×114mm is bigger than a .50 BMG round. + fire_sound = 'sound/weapons/Gunshot_cannon.ogg' // This is literally an anti-tank rifle caliber. It better sound like a fucking cannon. damage = 80 stun = 3 weaken = 3 @@ -258,28 +264,15 @@ damage = 15 kill_count = 6 -/obj/item/projectile/bullet/blank - invisibility = 101 - damage = 1 - embed_chance = 0 +/* Practice rounds and blanks */ -/* Practice */ - -/obj/item/projectile/bullet/pistol/practice +/obj/item/projectile/bullet/practice damage = 5 -/obj/item/projectile/bullet/rifle/practice - damage = 5 - penetrating = 0 - -/obj/item/projectile/bullet/shotgun/practice - name = "practice" - damage = 5 - -/obj/item/projectile/bullet/pistol/cap +/obj/item/projectile/bullet/pistol/cap // Just the primer, such as a cap gun. name = "cap" damage_type = HALLOSS - fire_sound = null + fire_sound = 'sound/effects/snap.ogg' damage = 0 nodamage = 1 embed_chance = 0 @@ -288,5 +281,18 @@ combustion = FALSE /obj/item/projectile/bullet/pistol/cap/process() + loc = null + qdel(src) + +/obj/item/projectile/bullet/blank + name = "blank" + damage_type = HALLOSS + fire_sound = 'sound/weapons/Gunshot_generic_rifle.ogg' // Blanks still make loud noises. + damage = 0 + nodamage = 1 + embed_chance = 0 + sharp = 0 + +/obj/item/projectile/bullet/blank/cap/process() loc = null qdel(src) \ No newline at end of file diff --git a/code/modules/projectiles/projectile/energy.dm b/code/modules/projectiles/projectile/energy.dm index e7133333a2..2819e5510f 100644 --- a/code/modules/projectiles/projectile/energy.dm +++ b/code/modules/projectiles/projectile/energy.dm @@ -10,7 +10,7 @@ /obj/item/projectile/energy/flash name = "chemical shell" icon_state = "bullet" - fire_sound = 'sound/weapons/gunshot/gunshot_pistol.ogg' + fire_sound = 'sound/weapons/gunshot_pathetic.ogg' damage = 5 kill_count = 15 //if the shell hasn't hit anything after travelling this far it just explodes. var/flash_range = 0 @@ -48,7 +48,7 @@ //blinds people like the flash round, but can also be used for temporary illumination /obj/item/projectile/energy/flash/flare - fire_sound = 'sound/weapons/gunshot/shotgun.ogg' + fire_sound = 'sound/weapons/grenade_launcher.ogg' damage = 10 flash_range = 1 brightness = 15 @@ -65,7 +65,7 @@ /obj/item/projectile/energy/electrode name = "electrode" icon_state = "spark" - fire_sound = 'sound/weapons/Gunshot.ogg' + fire_sound = 'sound/weapons/Gunshot2.ogg' taser_effect = 1 agony = 40 light_range = 2 diff --git a/code/modules/projectiles/projectile/hook.dm b/code/modules/projectiles/projectile/hook.dm index ef8e9bc7c6..dd8096ecdd 100644 --- a/code/modules/projectiles/projectile/hook.dm +++ b/code/modules/projectiles/projectile/hook.dm @@ -16,6 +16,7 @@ var/impact_sound = 'sound/effects/uncloak.ogg' var/crack_sound = 'sound/effects/teleport.ogg' + fire_sound = 'sound/effects/zzzt.ogg' var/target_distance = null // Shamelessly stolen from arcing projectiles. var/my_tracking_beam = null // Beam made by the launcher. Tracked here to destroy it in time with the impact. diff --git a/code/modules/projectiles/projectile/special.dm b/code/modules/projectiles/projectile/special.dm index b60c82e11d..2437081e3f 100644 --- a/code/modules/projectiles/projectile/special.dm +++ b/code/modules/projectiles/projectile/special.dm @@ -261,7 +261,7 @@ /obj/item/projectile/beam/tungsten name = "core of molten tungsten" icon_state = "energy" - fire_sound = 'sound/weapons/emitter2.ogg' + fire_sound = 'sound/weapons/gauss_shoot.ogg' pass_flags = PASSTABLE | PASSGRILLE damage = 70 damage_type = BURN diff --git a/sound/weapons/Gunshot.ogg b/sound/weapons/Gunshot1.ogg similarity index 100% rename from sound/weapons/Gunshot.ogg rename to sound/weapons/Gunshot1.ogg diff --git a/sound/weapons/svd_shot.ogg b/sound/weapons/Gunshot_SVD.ogg similarity index 100% rename from sound/weapons/svd_shot.ogg rename to sound/weapons/Gunshot_SVD.ogg diff --git a/sound/weapons/cannon.ogg b/sound/weapons/Gunshot_cannon.ogg similarity index 100% rename from sound/weapons/cannon.ogg rename to sound/weapons/Gunshot_cannon.ogg diff --git a/sound/weapons/deagle.ogg b/sound/weapons/Gunshot_deagle.ogg similarity index 100% rename from sound/weapons/deagle.ogg rename to sound/weapons/Gunshot_deagle.ogg diff --git a/sound/weapons/gunshot/gunshot2.ogg b/sound/weapons/Gunshot_generic_rifle.ogg similarity index 100% rename from sound/weapons/gunshot/gunshot2.ogg rename to sound/weapons/Gunshot_generic_rifle.ogg diff --git a/sound/weapons/gunshot/gunshot3.ogg b/sound/weapons/Gunshot_machinegun.ogg similarity index 100% rename from sound/weapons/gunshot/gunshot3.ogg rename to sound/weapons/Gunshot_machinegun.ogg diff --git a/sound/weapons/gunshot/shotgun.ogg b/sound/weapons/Gunshot_shotgun.ogg similarity index 100% rename from sound/weapons/gunshot/shotgun.ogg rename to sound/weapons/Gunshot_shotgun.ogg diff --git a/sound/weapons/gunshot/sniper.ogg b/sound/weapons/Gunshot_sniper.ogg similarity index 100% rename from sound/weapons/gunshot/sniper.ogg rename to sound/weapons/Gunshot_sniper.ogg diff --git a/sound/weapons/grenade_launcher.ogg b/sound/weapons/grenade_launcher.ogg new file mode 100644 index 0000000000..261c222dea Binary files /dev/null and b/sound/weapons/grenade_launcher.ogg differ diff --git a/sound/weapons/gunshot/gunshot.ogg b/sound/weapons/gunshot/gunshot.ogg deleted file mode 100644 index 1eaf4043a4..0000000000 Binary files a/sound/weapons/gunshot/gunshot.ogg and /dev/null differ diff --git a/sound/weapons/gunshot/gunshot_pistol.ogg b/sound/weapons/gunshot/gunshot_pistol.ogg deleted file mode 100644 index c9d6322992..0000000000 Binary files a/sound/weapons/gunshot/gunshot_pistol.ogg and /dev/null differ diff --git a/sound/weapons/gunshot/gunshot_smg.ogg b/sound/weapons/gunshot/gunshot_smg.ogg deleted file mode 100644 index 5c0000bb32..0000000000 Binary files a/sound/weapons/gunshot/gunshot_smg.ogg and /dev/null differ diff --git a/sound/weapons/gunshot/gunshot_strong.ogg b/sound/weapons/gunshot/gunshot_strong.ogg deleted file mode 100644 index 6794bfa08e..0000000000 Binary files a/sound/weapons/gunshot/gunshot_strong.ogg and /dev/null differ diff --git a/sound/weapons/machinegun.ogg b/sound/weapons/machinegun.ogg deleted file mode 100644 index 49c2b0c554..0000000000 Binary files a/sound/weapons/machinegun.ogg and /dev/null differ diff --git a/sound/weapons/rifleshot.ogg b/sound/weapons/rifleshot.ogg deleted file mode 100644 index 4b26d5e7e6..0000000000 Binary files a/sound/weapons/rifleshot.ogg and /dev/null differ diff --git a/sound/weapons/shotgun.ogg b/sound/weapons/shotgun.ogg deleted file mode 100644 index f10004d1ee..0000000000 Binary files a/sound/weapons/shotgun.ogg and /dev/null differ diff --git a/sound/weapons/sniper.ogg b/sound/weapons/sniper.ogg deleted file mode 100644 index aabe4601ba..0000000000 Binary files a/sound/weapons/sniper.ogg and /dev/null differ