Made disposals only play the exit sound once at a time, fixed a compile error (sky, seriously), made fluff items fit in pockets properly

This commit is contained in:
Miniature
2012-03-11 21:20:47 +10:30
parent fed03bcb81
commit 579bffa737
3 changed files with 26 additions and 7 deletions
+24 -4
View File
@@ -21,6 +21,7 @@
var/flushing = 0 // true if flushing in progress
var/timeleft = 0 //used to give a delay after the last item was put in before flushing
var/islarge = 0 //If there is a crate, lets not add a second.
var/playing_sound = 0
// create a new disposal
// find the attached trunk (if present) and init gas resvr.
@@ -436,7 +437,11 @@
proc/expel(var/obj/structure/disposalholder/H)
var/turf/target
playsound(src, 'hiss.ogg', 50, 0, 0)
if(!playing_sound)
playing_sound = 1
playsound(src, 'hiss.ogg', 50, 0, 0)
spawn(20)
playing_sound = 0
for(var/atom/movable/AM in H)
target = get_offset_target_turf(src.loc, rand(5)-rand(5), rand(5)-rand(5))
@@ -683,6 +688,7 @@
var/health = 10 // health points 0-10
layer = 2.3 // slightly lower than wires and other pipes
var/base_icon_state // initial icon state on map
var/playing_sound = 0
// new pipe, set the icon_state as on map
New()
@@ -822,7 +828,11 @@
else // otherwise limit to 10 tiles
target = get_ranged_target_turf(T, direction, 10)
playsound(src, 'hiss.ogg', 50, 0, 0)
if(!playing_sound)
playing_sound = 1
playsound(src, 'hiss.ogg', 50, 0, 0)
spawn(20)
playing_sound = 0
for(var/atom/movable/AM in H)
AM.loc = T
AM.pipe_eject(direction)
@@ -834,7 +844,11 @@
else // no specified direction, so throw in random direction
playsound(src, 'hiss.ogg', 50, 0, 0)
if(!playing_sound)
playing_sound = 1
playsound(src, 'hiss.ogg', 50, 0, 0)
spawn(20)
playing_sound = 0
for(var/atom/movable/AM in H)
target = get_offset_target_turf(T, rand(5)-rand(5), rand(5)-rand(5))
@@ -1270,6 +1284,7 @@
anchored = 1
var/active = 0
var/turf/target // this will be where the output objects are 'thrown' to.
var/playing_sound = 0
New()
..()
@@ -1284,7 +1299,12 @@
flick("outlet-open", src)
playsound(src, 'warning-buzzer.ogg', 50, 0, 0)
sleep(20) //wait until correct animation frame
playsound(src, 'hiss.ogg', 50, 0, 0)
if(!playing_sound)
playing_sound = 1
playsound(src, 'hiss.ogg', 50, 0, 0)
spawn(20)
playing_sound = 0
for(var/atom/movable/AM in H)