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https://github.com/KabKebab/GS13.git
synced 2026-07-20 12:29:32 +01:00
locker and jumpsuit equip sounds.
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@@ -123,4 +123,7 @@
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#define SOUND_AREA_SPACE SOUND_ENVIRONMENT_UNDERWATER
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#define SOUND_AREA_LAVALAND SOUND_ENVIRONMENT_MOUNTAINS
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#define SOUND_AREA_ICEMOON SOUND_ENVIRONMENT_CAVE
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#define SOUND_AREA_WOODFLOOR SOUND_ENVIRONMENT_CITY
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#define SOUND_AREA_WOODFLOOR SOUND_ENVIRONMENT_CITY
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#define INTERACTION_SOUND_RANGE_MODIFIER -3
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#define EQUIP_SOUND_VOLUME 30
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@@ -29,9 +29,13 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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obj_flags = NONE
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var/item_flags = NONE
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var/hitsound = null
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var/usesound = null
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var/throwhitsound = null
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var/hitsound
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var/usesound
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var/throwhitsound
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///Sound used when equipping the item into a valid slot
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var/equip_sound
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var/w_class = WEIGHT_CLASS_NORMAL
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var/total_mass //Total mass in arbitrary pound-like values. If there's no balance reasons for an item to have otherwise, this var should be the item's weight in pounds.
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var/slot_flags = 0 //This is used to determine on which slots an item can fit.
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@@ -423,6 +427,9 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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A.Grant(user)
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item_flags |= IN_INVENTORY
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if(equip_sound && (slot_flags & slotdefine2slotbit(slot)))
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playsound(src, equip_sound, EQUIP_SOUND_VOLUME, TRUE, ignore_walls = FALSE)
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//sometimes we only want to grant the item's action if it's equipped in a specific slot.
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/obj/item/proc/item_action_slot_check(slot, mob/user)
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if(slot == SLOT_IN_BACKPACK || slot == SLOT_LEGCUFFED) //these aren't true slots, so avoid granting actions there
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@@ -11,6 +11,7 @@
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max_integrity = 300
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var/content_overlays = FALSE //If this is true, the belt will gain overlays based on what it's holding
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var/worn_overlays = FALSE //worn counterpart of the above.
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equip_sound = 'sound/items/equip/toolbelt_equip.ogg'
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/obj/item/storage/belt/suicide_act(mob/living/carbon/user)
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user.visible_message("<span class='suicide'>[user] begins belting [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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@@ -27,8 +27,8 @@
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var/mob_storage_capacity = 3 // how many human sized mob/living can fit together inside a closet.
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var/storage_capacity = 30 //This is so that someone can't pack hundreds of items in a locker/crate then open it in a populated area to crash clients.
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var/cutting_tool = /obj/item/weldingtool
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var/open_sound = 'sound/machines/click.ogg'
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var/close_sound = 'sound/machines/click.ogg'
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var/open_sound = 'sound/effects/locker_open.ogg'
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var/close_sound = 'sound/effects/locker_close.ogg'
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var/material_drop = /obj/item/stack/sheet/metal
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var/material_drop_amount = 2
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var/delivery_icon = "deliverycloset" //which icon to use when packagewrapped. null to be unwrappable.
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@@ -16,6 +16,7 @@
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var/obj/item/clothing/accessory/attached_accessory
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var/mutable_appearance/accessory_overlay
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mutantrace_variation = MUTANTRACE_VARIATION //Are there special sprites for specific situations? Don't use this unless you need to.
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equip_sound = 'sound/items/equip/jumpsuit_equip.ogg'
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/obj/item/clothing/under/worn_overlays(isinhands = FALSE)
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. = list()
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@@ -156,4 +157,4 @@
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if(SENSOR_COORDS)
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. += "Its vital tracker and tracking beacon appear to be enabled."
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if(attached_accessory)
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. += "\A [attached_accessory] is attached to it."
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. += "\A [attached_accessory] is attached to it."
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