Makes all playsounds use bools for vary (#26183)

* Makes all playsounds use `TRUE` for vary

* Same but for `FALSE`
This commit is contained in:
DGamerL
2024-07-09 01:54:38 +02:00
committed by GitHub
parent c1e97f712c
commit 4cf6595d12
136 changed files with 233 additions and 233 deletions
+3 -3
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@@ -226,7 +226,7 @@
set_cooldown(cooldown)
user.visible_message("<span class='boldnotice'>[defib_ref] pings: Cardiac arrhythmia corrected.</span>")
target.visible_message("<span class='warning'>[target]'s body convulses a bit.</span>", "<span class='userdanger'>You feel a jolt, and your heartbeat seems to steady.</span>")
playsound(get_turf(defib_ref), 'sound/machines/defib_zap.ogg', 50, 1, -1)
playsound(get_turf(defib_ref), 'sound/machines/defib_zap.ogg', 50, TRUE, -1)
playsound(get_turf(defib_ref), "bodyfall", 50, 1)
playsound(get_turf(defib_ref), 'sound/machines/defib_success.ogg', 50, 0)
busy = FALSE
@@ -240,7 +240,7 @@
target.visible_message("<span class='warning'>[target]'s body convulses a bit.</span>")
playsound(get_turf(defib_ref), "bodyfall", 50, 1)
playsound(get_turf(defib_ref), 'sound/machines/defib_zap.ogg', 50, 1, -1)
playsound(get_turf(defib_ref), 'sound/machines/defib_zap.ogg', 50, TRUE, -1)
ghost = target.get_ghost(TRUE) // We have to double check whether the dead guy has entered their body during the above
// Run through some quick failure states after shocking.
@@ -340,7 +340,7 @@
"<span class='userdanger'>[user] touches you with [parent], and you feel a strong jolt!</span>")
target.apply_damage(60, STAMINA)
target.KnockDown(10 SECONDS)
playsound(get_turf(parent), 'sound/machines/defib_zap.ogg', 50, 1, -1)
playsound(get_turf(parent), 'sound/machines/defib_zap.ogg', 50, TRUE, -1)
target.emote("gasp")
if(combat && prob(heart_attack_chance))
target.set_heartattack(TRUE)
+1 -1
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@@ -27,5 +27,5 @@
current_paint = colour
var/atom/A = parent
A.add_atom_colour(colour, FIXED_COLOUR_PRIORITY)
playsound(spraycan, 'sound/effects/spray.ogg', 5, 1, 5)
playsound(spraycan, 'sound/effects/spray.ogg', 5, TRUE, 5)
to_chat(user, "<span class='notice'>You spray [spraycan] on [A], painting it.</span>")
+2 -2
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@@ -47,9 +47,9 @@
continue
var/damage = rand(1, 5)
if(prob(80))
playsound(affected_mob.loc, "punch", 25, 1, -1)
playsound(affected_mob.loc, "punch", 25, TRUE, -1)
affected_mob.visible_message("<span class='danger'>[affected_mob] hits [M] with [affected_mob.p_their()] thrashing!</span>")
M.adjustBruteLoss(damage)
else
playsound(affected_mob.loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
playsound(affected_mob.loc, 'sound/weapons/punchmiss.ogg', 25, TRUE, -1)
affected_mob.visible_message("<span class='danger'>[affected_mob] fails to hit [M] with [affected_mob.p_their()] thrashing!</span>")
+1 -1
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@@ -57,7 +57,7 @@
create_beam(origin, target)
apply_bounce_effect(origin, target, energy, user)
add_attack_logs(user, target, "Bounce spell '[src]' bounced on")
playsound(get_turf(target), bounce_hit_sound, 50, 1, -1)
playsound(get_turf(target), bounce_hit_sound, 50, TRUE, -1)
if(bounces >= 1)
var/list/possible_targets = list()
+1 -1
View File
@@ -53,7 +53,7 @@
jaunt_steam(mobloc)
ADD_TRAIT(target, TRAIT_IMMOBILIZED, "jaunt")
holder.reappearing = 1
playsound(get_turf(target), 'sound/magic/ethereal_exit.ogg', 50, 1, -1)
playsound(get_turf(target), 'sound/magic/ethereal_exit.ogg', 50, TRUE, -1)
sleep(jaunt_in_time * 4)
new jaunt_in_type(mobloc, holder.dir)
target.setDir(holder.dir)
+1 -1
View File
@@ -146,7 +146,7 @@
new /obj/effect/temp_visual/bleed/explode(T)
for(var/d in GLOB.alldirs)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(T, d)
playsound(T, "desceration", 200, 1, -1)
playsound(T, "desceration", 200, TRUE, -1)
owner.adjustBruteLoss(bleed_damage)
else
new /obj/effect/temp_visual/bleed(get_turf(owner))