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Shadow Demon Sound Rework (#23052)
* Adds custom sounds to majority of the shadow demon. Death sound, grapple sound, cocooning sound, attacking sounds and hallucination sounds * Update code/game/gamemodes/miniantags/demons/shadow_demon/shadow_demon.dm Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> * Update code/game/gamemodes/miniantags/demons/shadow_demon/shadow_demon.dm Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> * Update code/game/gamemodes/miniantags/demons/shadow_demon/shadow_demon.dm Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> * Update code/game/gamemodes/miniantags/demons/shadow_demon/shadow_demon.dm Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> * Update code/game/gamemodes/miniantags/demons/shadow_demon/shadow_demon.dm Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> * Update code/game/gamemodes/miniantags/demons/shadow_demon/shadow_demon.dm Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> --------- Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
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@@ -7,6 +7,7 @@
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move_resist = MOVE_FORCE_STRONG
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lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE // so they can tell where the darkness is
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loot = list(/obj/item/organ/internal/heart/demon/shadow)
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death_sound = 'sound/shadowdemon/shadowdeath.ogg'
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var/thrown_alert = FALSE
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var/wrapping = FALSE
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@@ -35,6 +36,8 @@
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adjustBruteLoss(-20)
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/mob/living/simple_animal/demon/shadow/UnarmedAttack(atom/A)
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// Pick a random attack sound for each attack
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attack_sound = pick('sound/shadowdemon/shadowattack2.ogg', 'sound/shadowdemon/shadowattack3.ogg', 'sound/shadowdemon/shadowattack4.ogg')
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if(!ishuman(A))
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if(isitem(A))
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A.extinguish_light()
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@@ -79,6 +82,7 @@
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/obj/structure/shadowcocoon/Initialize(mapload)
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. = ..()
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playsound(loc, 'sound/shadowdemon/shadownode.ogg', 5, TRUE, -1)
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START_PROCESSING(SSobj, src)
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@@ -107,9 +111,11 @@
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flare_to_darken.visible_message("<span class='notice'>[flare_to_darken] suddenly dims.</span>")
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to_darken.extinguish_light()
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if(!silent && time_since_last_hallucination >= rand(8, 12))
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playsound(src, pick('sound/items/deconstruct.ogg', 'sound/weapons/handcuffs.ogg', 'sound/machines/airlock_open.ogg', 'sound/machines/airlock_close.ogg', 'sound/machines/boltsup.ogg', 'sound/effects/eleczap.ogg', get_sfx("bodyfall"), get_sfx("gunshot"), 'sound/weapons/egloves.ogg'), 50)
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playsound(src, pick('sound/shadowdemon/shadowhalluc1.ogg', 'sound/shadowdemon/shadowhalluc2.ogg', 'sound/machines/airlock_open.ogg', 'sound/machines/airlock_close.ogg', 'sound/machines/boltsup.ogg', 'sound/shadowdemon/shadowhalluc3.ogg', get_sfx("bodyfall"), 'sound/weapons/egloves.ogg'), 50)
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time_since_last_hallucination = 0
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// Allows you to turn on cocoons making hallucination sounds or not
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/obj/structure/shadowcocoon/AltClick(mob/user)
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if(!isdemon(user))
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return ..()
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@@ -194,6 +200,7 @@
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name = "shadow hand"
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icon_state = "shadow_hand"
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plane = FLOOR_PLANE
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hitsound = 'sound/shadowdemon/shadowattack1.ogg' // Plays when hitting something living or a light
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var/hit = FALSE
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/obj/item/projectile/magic/shadow_hand/fire(setAngle)
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