Adds deafened ear ring that plays any time you're deafened, and fades back in once you can hear again.
Example of deafened feedback [here](https://streamable.com/8s8vlu).
Worry not, if you're deafened via mutation or other, you'll simply go deaf, and only hear the fade-in once you regain hearing.
It will also only play **once** when you are deafened. Further deafening effects while you are already deaf will not force you to hear it again.
Just.. Im just frothing with rage while looking at some of this stuff. Some polaris dude named Neerti did a bunch of half assed commenting five years ago, and has been causing a shit ton of warning messages because of it. I ended up fixing most of it out of pure rage.
Tell me if you guys need a CHOMPedit on these, because this is mostly just fixing really stupid commented out stuff that should have been fixed years ago by the person that did this. I wouldn't think it would need a CHOMPedit, but you never know.
Self-explanatory.
Adds toggle to go back to the old-school SS13 legacy airlock sounds, including the glass windoor airlock sounds, and a toggle to disable the per-department door sounds, which some found jarring/unrealistic.
If Per-Department sounds are disabled, the department doors will use hall1o/c for open/close respectively, following maintainer-requested behavior for these doors.
This also relocates the following sounds to be inside machines/door for more consistency:
- airlock.ogg
- airlockclose.ogg
- airlockforced.ogg
- airlock_creaking.ogg
- boltsup.ogg
- boltsdown.ogg
- blastdoorclose.ogg
- blastdooropen.ogg
- windowdoor.ogg
This adds throw_alert() and /obj/screen/alert, a system that allows you
to do custom hud alerts for any variety of things from "You're too
cold!" to mecha status indicators for the pilot.
There's quite a few things that actually got replaced; the
fire/oxy/tox/co2 alerts are all now just alerts, as is nutrition. The
xenochimera feral indicator would probably be a good candidate for
conversion, but I didn't touch it in this PR. There's also a number of
new alerts, such as blindness, highness, legcuffed, buckled, handcuffed,
and probably some more I missed; read code/_onclick/hud/alert.dm and see
for yourself!
Additionally, a number of tweaks have been done to resisting code, to
make it so that there's an indicator when you're buckled or handcuffed,
and can just click the alert to start resisting. This includes a
refactor that combines the logic for lockers, holders, micros
escaping from shoes, and struggling in a gut all into one proc, called
container_resist(). This means that vore bellies actually no longer need
the resist override, but it's been left in place just in case someone
finds something else they want to use it for.
Also, the health and internals indicator got moved down one tile each.
Needed room for the alerts. If we add the oxygen tank action buttons
from /tg/ and remove the internals indicator, the health indicator can
go back where it was originally.
This is first phase of casino port where I have made my casino spaceship compatible with new chomp codebase. There isnt a connecting port at station yet due to changes being made to main map, but with second phase of casino port there should be one for casino shuttle to move back and forth to transfer visitors.
Non-casino changes
Port of:
purple assistant cap, wah!
wiggler hat, dont know if the sprite works fully yet.
The monocoole, every self respecting technomancer needs this! Also need this for casino rewards.
Snaps, can recommend for lunch, I prefer the licorice flavoured ones!
Space cleaner dispenser, yep any janitors dream, so far its only on casino spaceship.
Ported old modular sofa for station usage, is already on casino, future plans could involve making the modular sofa that can be built from steel be a little more pretty and made from wood as well and also get another overlay/color when added cloth for cushion.
also deleting a .txt file that I didnt get to delete before someone really wanted me to upload wip files so they could work off them, sorry about that but its fixed now!
deleted alienwhitelist and custom_items.txt since github doesnt seem to have those blacklisted
casino port:
Ported the map with the golden goose spacecasino
ported the deluxe edition bar and kitchen gear! Say hello to the good old deluxe dispenser, deluxe food vendor and deluxe drink vendor, perhaps one day they will be constructible by crew!
ported the casino stripper pole, casino roulette, slotmachine, poker/blackjack table, ported the casino wheel of fortune
casino wallet~
casino jukebox! And re implemented the system so the casino songs no longer are on the normal jukebox, sorry folks, hope you didnt like them too much :c
casino visitor and staff manual, might need a bit of revision depending on what event managers wants
Casino chips, gotta gamble with something!
fixed runtime errors from deluxe dispenser trying to add cartridges with reagents that have been renamed on new chomp
Be aware, there will be more casino changes in near future along with some other non-casino changes, including porting of pint metamorphic glass.