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>
This commit is contained in:
Stone
2023-11-14 13:20:00 +00:00
committed by GitHub
co-authored by Contrabang
parent 674ca2fb69
commit 26ef96358b
11 changed files with 8 additions and 1 deletions
@@ -7,6 +7,7 @@
move_resist = MOVE_FORCE_STRONG
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE // so they can tell where the darkness is
loot = list(/obj/item/organ/internal/heart/demon/shadow)
death_sound = 'sound/shadowdemon/shadowdeath.ogg'
var/thrown_alert = FALSE
var/wrapping = FALSE
@@ -35,6 +36,8 @@
adjustBruteLoss(-20)
/mob/living/simple_animal/demon/shadow/UnarmedAttack(atom/A)
// Pick a random attack sound for each attack
attack_sound = pick('sound/shadowdemon/shadowattack2.ogg', 'sound/shadowdemon/shadowattack3.ogg', 'sound/shadowdemon/shadowattack4.ogg')
if(!ishuman(A))
if(isitem(A))
A.extinguish_light()
@@ -79,6 +82,7 @@
/obj/structure/shadowcocoon/Initialize(mapload)
. = ..()
playsound(loc, 'sound/shadowdemon/shadownode.ogg', 5, TRUE, -1)
START_PROCESSING(SSobj, src)
@@ -107,9 +111,11 @@
flare_to_darken.visible_message("<span class='notice'>[flare_to_darken] suddenly dims.</span>")
to_darken.extinguish_light()
if(!silent && time_since_last_hallucination >= rand(8, 12))
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)
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)
time_since_last_hallucination = 0
// Allows you to turn on cocoons making hallucination sounds or not
/obj/structure/shadowcocoon/AltClick(mob/user)
if(!isdemon(user))
return ..()
@@ -194,6 +200,7 @@
name = "shadow hand"
icon_state = "shadow_hand"
plane = FLOOR_PLANE
hitsound = 'sound/shadowdemon/shadowattack1.ogg' // Plays when hitting something living or a light
var/hit = FALSE
/obj/item/projectile/magic/shadow_hand/fire(setAngle)