diff --git a/code/controllers/Processes/weather.dm b/code/controllers/Processes/weather.dm
new file mode 100644
index 00000000000..999c6c51dc5
--- /dev/null
+++ b/code/controllers/Processes/weather.dm
@@ -0,0 +1,52 @@
+//Used for all kinds of weather, ex. lavaland ash storms.
+var/global/datum/controller/process/weather/weather_master
+
+/datum/controller/process/weather
+ var/list/processing_weather = list()
+ var/list/existing_weather = list()
+ var/list/eligible_zlevels = list()
+
+/datum/controller/process/weather/setup()
+ name = "weather"
+ schedule_interval = 10
+ weather_master = src
+
+ for(var/V in subtypesof(/datum/weather))
+ var/datum/weather/W = V
+ existing_weather |= new W
+
+/datum/controller/process/weather/statProcess()
+ ..()
+ stat(null, "[processing_weather.len] weather")
+
+/datum/controller/process/weather/doWork()
+ for(var/V in processing_weather)
+ var/datum/weather/W = V
+ if(W.aesthetic)
+ continue
+ for(var/mob/living/L in mob_list)
+ if(W.can_impact(L))
+ W.impact(L)
+ SCHECK
+ for(var/Z in eligible_zlevels)
+ var/list/possible_weather_for_this_z = list()
+ for(var/V in existing_weather)
+ var/datum/weather/WE = V
+ if(WE.target_z == Z && WE.probability) //Another check so that it doesn't run extra weather
+ possible_weather_for_this_z[WE] = WE.probability
+ var/datum/weather/W = pickweight(possible_weather_for_this_z)
+ run_weather(W.name)
+ eligible_zlevels -= Z
+ addtimer(src, "make_z_eligible", rand(3000, 6000) + W.weather_duration_upper, TRUE, Z) //Around 5-10 minutes between weathers
+
+/datum/controller/process/weather/proc/run_weather(weather_name)
+ if(!weather_name)
+ return
+ for(var/V in existing_weather)
+ var/datum/weather/W = V
+ if(W.name == weather_name)
+ W.telegraph()
+ SCHECK
+
+/datum/controller/process/weather/proc/make_z_eligible(zlevel)
+ eligible_zlevels |= zlevel
diff --git a/code/datums/weather/weather.dm b/code/datums/weather/weather.dm
new file mode 100644
index 00000000000..7a073edc902
--- /dev/null
+++ b/code/datums/weather/weather.dm
@@ -0,0 +1,134 @@
+//The effects of weather occur across an entire z-level. For instance, lavaland has periodic ash storms that scorch most unprotected creatures.
+
+#define STARTUP_STAGE 1
+#define MAIN_STAGE 2
+#define WIND_DOWN_STAGE 3
+#define END_STAGE 4
+
+/datum/weather
+ var/name = "space wind"
+ var/desc = "Heavy gusts of wind blanket the area, periodically knocking down anyone caught in the open."
+
+ var/telegraph_message = "The wind begins to pick up." //The message displayed in chat to foreshadow the weather's beginning
+ var/telegraph_duration = 300 //In deciseconds, how long from the beginning of the telegraph until the weather begins
+ var/telegraph_sound //The sound file played to everyone on an affected z-level
+ var/telegraph_overlay //The overlay applied to all tiles on the z-level
+
+ var/weather_message = "The wind begins to blow ferociously!" //Displayed in chat once the weather begins in earnest
+ var/weather_duration = 1200 //In deciseconds, how long the weather lasts once it begins
+ var/weather_duration_lower = 1200 //See above - this is the lowest possible duration
+ var/weather_duration_upper = 1500 //See above - this is the highest possible duration
+ var/weather_sound
+ var/weather_overlay
+
+ var/end_message = "The wind relents its assault." //Displayed once the wather is over
+ var/end_duration = 300 //In deciseconds, how long the "wind-down" graphic will appear before vanishing entirely
+ var/end_sound
+ var/end_overlay
+
+ var/area_type = /area/space //Types of area to affect
+ var/list/impacted_areas = list() //Areas to be affected by the weather, calculated when the weather begins
+ var/target_z = ZLEVEL_STATION //The z-level to affect
+
+ var/overlay_layer = 10 //Since it's above everything else, this is the layer used by default. 2 is below mobs and walls if you need to use that.
+ var/aesthetic = FALSE //If the weather has no purpose other than looks
+ var/immunity_type = "storm" //Used by mobs to prevent them from being affected by the weather
+
+ var/stage = END_STAGE //The stage of the weather, from 1-4
+
+ var/probability = FALSE //Percent chance to happen if there are other possible weathers on the z-level
+
+/datum/weather/New()
+ ..()
+ weather_master.existing_weather |= src
+
+/datum/weather/Destroy()
+ weather_master.existing_weather -= src
+ return ..()
+
+/datum/weather/proc/telegraph()
+ if(stage == STARTUP_STAGE)
+ return
+ stage = STARTUP_STAGE
+ for(var/V in get_areas(area_type))
+ var/area/A = V
+ if(A.z == target_z)
+ impacted_areas |= A
+ weather_duration = rand(weather_duration_lower, weather_duration_upper)
+ update_areas()
+ for(var/V in player_list)
+ var/mob/M = V
+ if(M.z == target_z)
+ if(telegraph_message)
+ to_chat(M, telegraph_message)
+ if(telegraph_sound)
+ M << sound(telegraph_sound)
+ addtimer(src, "start", telegraph_duration)
+
+/datum/weather/proc/start()
+ if(stage >= MAIN_STAGE)
+ return
+ stage = MAIN_STAGE
+ update_areas()
+ for(var/V in player_list)
+ var/mob/M = V
+ if(M.z == target_z)
+ if(weather_message)
+ to_chat(M, weather_message)
+ if(weather_sound)
+ M << sound(weather_sound)
+ weather_master.processing_weather |= src
+ addtimer(src, "wind_down", weather_duration)
+
+/datum/weather/proc/wind_down()
+ if(stage >= WIND_DOWN_STAGE)
+ return
+ stage = WIND_DOWN_STAGE
+ update_areas()
+ for(var/V in player_list)
+ var/mob/M = V
+ if(M.z == target_z)
+ if(end_message)
+ to_chat(M, end_message)
+ if(end_sound)
+ M << sound(end_sound)
+ weather_master.processing_weather -= src
+ addtimer(src, "end", end_duration)
+
+/datum/weather/proc/end()
+ if(stage == END_STAGE)
+ return
+ stage = END_STAGE
+ update_areas()
+
+/datum/weather/proc/can_impact(mob/living/L) //Can this weather impact a mob?
+ if(L.z != target_z)
+ return
+ if(immunity_type in L.weather_immunities)
+ return
+ if(!(get_area(L) in impacted_areas))
+ return
+ return 1
+
+/datum/weather/proc/impact(mob/living/L) //What effect does this weather have on the hapless mob?
+ return
+
+/datum/weather/proc/update_areas()
+ for(var/V in impacted_areas)
+ var/area/N = V
+ N.layer = overlay_layer
+ N.icon = 'icons/effects/weather_effects.dmi'
+ N.invisibility = 0
+ switch(stage)
+ if(STARTUP_STAGE)
+ N.icon_state = telegraph_overlay
+ if(MAIN_STAGE)
+ N.icon_state = weather_overlay
+ if(WIND_DOWN_STAGE)
+ N.icon_state = end_overlay
+ if(END_STAGE)
+ N.icon_state = initial(N.icon_state)
+ N.icon = 'icons/turf/areas.dmi'
+ N.layer = 10 //Just default back to normal area stuff since I assume setting a var is faster than initial
+ N.invisibility = INVISIBILITY_MAXIMUM
+ N.opacity = 0
diff --git a/code/datums/weather/weather_types.dm b/code/datums/weather/weather_types.dm
new file mode 100644
index 00000000000..07735e85968
--- /dev/null
+++ b/code/datums/weather/weather_types.dm
@@ -0,0 +1,118 @@
+//Different types of weather.
+
+/datum/weather/floor_is_lava //The Floor is Lava: Makes all turfs damage anyone on them unless they're standing on a solid object.
+ name = "the floor is lava"
+ desc = "The ground turns into surprisingly cool lava, lightly damaging anything on the floor."
+
+ telegraph_message = "Waves of heat emanate from the ground..."
+ telegraph_duration = 150
+
+ weather_message = "The floor is lava! Get on top of something!"
+ weather_duration_lower = 300
+ weather_duration_upper = 600
+ weather_overlay = "lava"
+
+ end_message = "The ground cools and returns to its usual form."
+ end_duration = 0
+
+ area_type = /area
+ target_z = ZLEVEL_STATION
+
+ overlay_layer = 2 //Covers floors only
+ immunity_type = "lava"
+
+/datum/weather/floor_is_lava/impact(mob/living/L)
+ for(var/obj/structure/O in L.loc)
+ if(O.density)
+ return
+ if(L.loc.density)
+ return
+ if(!L.client) //Only sentient people are going along with it!
+ return
+ L.adjustFireLoss(3)
+
+/datum/weather/floor_is_lava/fake
+ name = "fake lava"
+ aesthetic = TRUE
+
+/datum/weather/advanced_darkness //Advanced Darkness: Restricts the vision of all affected mobs to a single tile in the cardinal directions.
+ name = "advanced darkness"
+ desc = "Everything in the area is effectively blinded, unable to see more than a foot or so around itself."
+
+ telegraph_message = "The lights begin to dim... is the power going out?"
+ telegraph_duration = 150
+
+ weather_message = "This isn't your everyday darkness... this is advanced darkness!"
+ weather_duration_lower = 300
+ weather_duration_upper = 300
+
+ end_message = "At last, the darkness recedes."
+ end_duration = 0
+
+ area_type = /area
+ target_z = ZLEVEL_STATION
+
+/datum/weather/advanced_darkness/update_areas()
+ for(var/V in impacted_areas)
+ var/area/A = V
+ if(stage == MAIN_STAGE)
+ A.invisibility = 0
+ A.opacity = 1
+ A.layer = overlay_layer
+ A.icon = 'icons/effects/weather_effects.dmi'
+ A.icon_state = "darkness"
+ else
+ A.invisibility = INVISIBILITY_MAXIMUM
+ A.opacity = 0
+
+
+/datum/weather/ash_storm //Ash Storms: Common happenings on lavaland. Heavily obscures vision and deals heavy fire damage to anyone caught outside.
+ name = "ash storm"
+ desc = "An intense atmospheric storm lifts ash off of the planet's surface and billows it down across the area, dealing intense fire damage to the unprotected."
+
+ telegraph_message = "An eerie moan rises on the wind. Sheets of burning ash blacken the horizon. Seek shelter."
+ telegraph_duration = 300
+ telegraph_sound = 'sound/lavaland/ash_storm_windup.ogg'
+ telegraph_overlay = "light_ash"
+
+ weather_message = "Smoldering clouds of scorching ash billow down around you! Get inside!"
+ weather_duration_lower = 600
+ weather_duration_upper = 1500
+ weather_sound = 'sound/lavaland/ash_storm_start.ogg'
+ weather_overlay = "ash_storm"
+
+ end_message = "The shrieking wind whips away the last of the ash falls to its usual murmur. It should be safe to go outside now."
+ end_duration = 300
+ end_sound = 'sound/lavaland/ash_storm_end.ogg'
+ end_overlay = "light_ash"
+
+ area_type = /area/mine
+ target_z = ZLEVEL_ASTEROID
+
+ immunity_type = "ash"
+
+ probability = 90
+
+/datum/weather/ash_storm/impact(mob/living/L)
+ if(istype(L.loc, /obj/mecha))
+ return
+ if(ishuman(L))
+ var/mob/living/carbon/human/H = L
+ var/thermal_protection = H.get_thermal_protection()
+ if(thermal_protection >= FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT)
+ return
+ L.adjustFireLoss(4)
+
+/datum/weather/ash_storm/emberfall //Emberfall: An ash storm passes by, resulting in harmless embers falling like snow. 10% to happen in place of an ash storm.
+ name = "emberfall"
+ desc = "A passing ash storm blankets the area in harmless embers."
+
+ weather_message = "Gentle embers waft down around you like grotesque snow. The storm seems to have passed you by..."
+ weather_sound = 'sound/lavaland/ash_storm_windup.ogg'
+ weather_overlay = "light_ash"
+
+ end_message = "The emberfall slows, stops. Another layer of hardened soot to the basalt beneath your feet."
+
+ aesthetic = TRUE
+
+ probability = 10
diff --git a/code/game/area/Space Station 13 areas.dm b/code/game/area/Space Station 13 areas.dm
index 948e11c23bc..3992f97fd0b 100644
--- a/code/game/area/Space Station 13 areas.dm
+++ b/code/game/area/Space Station 13 areas.dm
@@ -29,6 +29,7 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
layer = 10
luminosity = 0
mouse_opacity = 0
+ invisibility = INVISIBILITY_LIGHTING
var/lightswitch = 1
var/eject = null
diff --git a/code/game/area/areas.dm b/code/game/area/areas.dm
index 89690e7d1c7..43540f347de 100644
--- a/code/game/area/areas.dm
+++ b/code/game/area/areas.dm
@@ -43,6 +43,8 @@
power_change() // all machines set to current power level, also updates lighting icon
+ blend_mode = BLEND_MULTIPLY // Putting this in the constructor so that it stops the icons being screwed up in the map editor.
+
/area/proc/get_cameras()
var/list/cameras = list()
for(var/obj/machinery/camera/C in src)
@@ -187,29 +189,25 @@
/area/proc/updateicon()
if(radalert) // always show the radiation alert, regardless of power
icon_state = "radiation"
- blend_mode = BLEND_MULTIPLY
+ invisibility = INVISIBILITY_LIGHTING
else if((fire || eject || party) && (!requires_power||power_environ))//If it doesn't require power, can still activate this proc.
if(fire && !radalert && !eject && !party)
icon_state = "red"
- blend_mode = BLEND_MULTIPLY
- /*else if(atmosalm && !fire && !eject && !party)
- icon_state = "bluenew"*/
else if(!fire && eject && !party)
icon_state = "red"
- blend_mode = BLEND_MULTIPLY
else if(party && !fire && !eject)
icon_state = "party"
- blend_mode = BLEND_MULTIPLY
else
icon_state = "blue-red"
- blend_mode = BLEND_MULTIPLY
+ invisibility = INVISIBILITY_LIGHTING
else
// new lighting behaviour with obj lights
icon_state = null
- blend_mode = BLEND_DEFAULT
+ invisibility = INVISIBILITY_MAXIMUM
/area/space/updateicon()
icon_state = null
+ invisibility = INVISIBILITY_MAXIMUM
/*
@@ -242,8 +240,7 @@
/area/proc/power_change()
for(var/obj/machinery/M in src) // for each machine in the area
M.power_change() // reverify power status (to update icons etc.)
- if(fire || eject || party)
- updateicon()
+ updateicon()
/area/proc/usage(var/chan)
var/used = 0
diff --git a/code/modules/admin/secrets.dm b/code/modules/admin/secrets.dm
index 30817dd94d5..e2b6ab56d62 100644
--- a/code/modules/admin/secrets.dm
+++ b/code/modules/admin/secrets.dm
@@ -83,6 +83,9 @@
Security Level - Gamma
Security Level - Epsilon
Security Level - Delta
+ Create Weather
+ Weather - Ash Storm
+ Weather - Advanced Darkness
"}
@@ -104,6 +107,7 @@
Dodgeball (TDM)!
Round-enders
The floor is lava! (DANGEROUS: extremely lame)
+ The floor is fake-lava! (non-harmful)
Turn all humans into monkeys
Make all items look like guns
Warp all Players to Prison
diff --git a/code/modules/admin/topic.dm b/code/modules/admin/topic.dm
index 67d6bf6f49e..a7fc809aa88 100644
--- a/code/modules/admin/topic.dm
+++ b/code/modules/admin/topic.dm
@@ -2548,60 +2548,37 @@
L.fix()
message_admins("[key_name_admin(usr)] fixed all lights", 1)
if("floorlava")
- if(floorIsLava)
- to_chat(usr, "The floor is lava already.")
+ feedback_inc("admin_secrets_fun_used", 1)
+ feedback_add_details("admin_secrets_fun_used", "LF")
+ var/sure = alert(usr, "Are you sure you want to do this?", "Confirmation", "Yes", "No")
+ if(sure == "No")
return
- feedback_inc("admin_secrets_fun_used",1)
- feedback_add_details("admin_secrets_fun_used","LF")
-
- //Options
- var/length = input(usr, "How long will the lava last? (in seconds)", "Length", 180) as num
- length = min(abs(length), 1200)
-
- var/damage = input(usr, "How deadly will the lava be?", "Damage", 2) as num
- damage = min(abs(damage), 100)
-
- var/sure = alert(usr, "Are you sure you want to do this?", "Confirmation", "YES!", "Nah")
- if(sure == "Nah")
+ weather_master.run_weather("the floor is lava")
+ message_admins("[key_name_admin(usr)] made the floor lava")
+ if("fakelava")
+ feedback_inc("admin_secrets_fun_used", 1)
+ feedback_add_details("admin_secrets_fun_used", "LZ")
+ var/sure = alert(usr, "Are you sure you want to do this?", "Confirmation", "Yes", "No")
+ if(sure == "No")
return
- floorIsLava = 1
-
- message_admins("[key_name_admin(usr)] made the floor LAVA! It'll last [length] seconds and it will deal [damage] damage to everyone.", 1)
-
- for(var/turf/simulated/floor/F in world)
- if((F.z in config.station_levels))
- F.name = "lava"
- F.desc = "The floor is LAVA!"
- F.overlays += "lava"
- F.lava = 1
-
- spawn(0)
- for(var/i = i, i < length, i++) // 180 = 3 minutes
- if(damage)
- for(var/mob/living/carbon/L in living_mob_list)
- if(istype(L.loc, /turf/simulated/floor)) // Are they on LAVA?!
- var/turf/simulated/floor/F = L.loc
- if(F.lava)
- var/safe = 0
- for(var/obj/structure/O in F.contents)
- if(O.level > F.level && !istype(O, /obj/structure/window)) // Something to stand on and it isn't under the floor!
- safe = 1
- break
- if(!safe)
- L.adjustFireLoss(damage)
-
-
- sleep(10)
-
- for(var/turf/simulated/floor/F in world) // Reset everything.
- if((F.z in config.station_levels))
- F.name = initial(F.name)
- F.desc = initial(F.desc)
- F.overlays.Cut()
- F.lava = 0
- F.update_icon()
- floorIsLava = 0
- return
+ weather_master.run_weather("fake lava")
+ message_admins("[key_name_admin(usr)] made aesthetic lava on the floor")
+ if("weatherashstorm")
+ feedback_inc("admin_secrets_fun_used", 1)
+ feedback_add_details("admin_secrets_fun_used", "WA")
+ var/sure = alert(usr, "Are you sure you want to do this?", "Confirmation", "Yes", "No")
+ if(sure == "No")
+ return
+ weather_master.run_weather("ash storm")
+ message_admins("[key_name_admin(usr)] spawned an ash storm on the mining asteroid")
+ if("weatherdarkness")
+ feedback_inc("admin_secrets_fun_used", 1)
+ feedback_add_details("admin_secrets_fun_used", "WD")
+ var/sure = alert(usr, "Are you sure you want to do this?", "Confirmation", "Yes", "No")
+ if(sure == "No")
+ return
+ weather_master.run_weather("advanced darkness")
+ message_admins("[key_name_admin(usr)] made the station go through advanced darkness")
if("retardify")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","RET")
diff --git a/code/modules/mob/living/carbon/human/life.dm b/code/modules/mob/living/carbon/human/life.dm
index 28e39b53f6e..a13f7d31150 100644
--- a/code/modules/mob/living/carbon/human/life.dm
+++ b/code/modules/mob/living/carbon/human/life.dm
@@ -490,6 +490,16 @@
return
if(RESIST_HEAT in mutations)
return
+ var/thermal_protection = get_thermal_protection()
+
+ if(thermal_protection >= FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT)
+ return
+ if(thermal_protection >= FIRE_SUIT_MAX_TEMP_PROTECT)
+ bodytemperature += 11
+ else
+ bodytemperature += BODYTEMP_HEATING_MAX
+
+/mob/living/carbon/human/proc/get_thermal_protection()
var/thermal_protection = 0 //Simple check to estimate how protected we are against multiple temperatures
if(wear_suit)
if(wear_suit.max_heat_protection_temperature >= FIRE_SUIT_MAX_TEMP_PROTECT)
@@ -498,34 +508,9 @@
if(head.max_heat_protection_temperature >= FIRE_HELM_MAX_TEMP_PROTECT)
thermal_protection += (head.max_heat_protection_temperature*THERMAL_PROTECTION_HEAD)
thermal_protection = round(thermal_protection)
- if(thermal_protection >= FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT)
- return
- if(thermal_protection >= FIRE_SUIT_MAX_TEMP_PROTECT)
- bodytemperature += 11
- return
- else
- bodytemperature += BODYTEMP_HEATING_MAX
- return
-//END FIRE CODE
+ return thermal_protection
- /*
-/mob/living/carbon/human/proc/adjust_body_temperature(current, loc_temp, boost)
- var/temperature = current
- var/difference = abs(current-loc_temp) //get difference
- var/increments// = difference/10 //find how many increments apart they are
- if(difference > 50)
- increments = difference/5
- else
- increments = difference/10
- var/change = increments*boost // Get the amount to change by (x per increment)
- var/temp_change
- if(current < loc_temp)
- temperature = min(loc_temp, temperature+change)
- else if(current > loc_temp)
- temperature = max(loc_temp, temperature-change)
- temp_change = (temperature - current)
- return temp_change
- */
+//END FIRE CODE
/mob/living/carbon/human/proc/stabilize_temperature_from_calories()
if(bodytemperature <= species.cold_level_1) //260.15 is 310.15 - 50, the temperature where you start to feel effects.
diff --git a/code/modules/mob/living/living_defines.dm b/code/modules/mob/living/living_defines.dm
index d4e6d613d9c..6bd7c162308 100644
--- a/code/modules/mob/living/living_defines.dm
+++ b/code/modules/mob/living/living_defines.dm
@@ -54,6 +54,8 @@
var/list/butcher_results = null
+ var/list/weather_immunities = list()
+
var/list/surgeries = list() //a list of surgery datums. generally empty, they're added when the player wants them.
var/gene_stability = DEFAULT_GENE_STABILITY
diff --git a/goon/browserassets/css/browserOutput.css b/goon/browserassets/css/browserOutput.css
index 9e875544250..3829cbd3f48 100644
--- a/goon/browserassets/css/browserOutput.css
+++ b/goon/browserassets/css/browserOutput.css
@@ -273,6 +273,7 @@ h1.alert, h2.alert {color: #000000;}
.passive {color: #660000;}
.warning {color: #ff0000; font-style: italic;}
+.boldwarning {color: #ff0000; font-style: italic; font-weight: bold}
.danger {color: #ff0000; font-weight: bold;}
.userdanger {color: #ff0000; font-weight: bold; font-size: 120%;}
.biggerdanger {color: #ff0000; font-weight: bold; font-size: 150%;}
diff --git a/icons/effects/weather_effects.dmi b/icons/effects/weather_effects.dmi
new file mode 100644
index 00000000000..215cf53556f
Binary files /dev/null and b/icons/effects/weather_effects.dmi differ
diff --git a/paradise.dme b/paradise.dme
index 2e8a0d0200b..e2eb20894e0 100644
--- a/paradise.dme
+++ b/paradise.dme
@@ -180,6 +180,7 @@
#include "code\controllers\Processes\ticker.dm"
#include "code\controllers\Processes\timer.dm"
#include "code\controllers\Processes\vote.dm"
+#include "code\controllers\Processes\weather.dm"
#include "code\controllers\ProcessScheduler\core\process.dm"
#include "code\controllers\ProcessScheduler\core\processScheduler.dm"
#include "code\datums\ai_law_sets.dm"
@@ -298,6 +299,8 @@
#include "code\datums\spells\trigger.dm"
#include "code\datums\spells\turf_teleport.dm"
#include "code\datums\spells\wizard.dm"
+#include "code\datums\weather\weather.dm"
+#include "code\datums\weather\weather_types.dm"
#include "code\datums\wires\airlock.dm"
#include "code\datums\wires\alarm.dm"
#include "code\datums\wires\apc.dm"
diff --git a/sound/lavaland/ash_storm_end.ogg b/sound/lavaland/ash_storm_end.ogg
new file mode 100644
index 00000000000..f9b01453dda
Binary files /dev/null and b/sound/lavaland/ash_storm_end.ogg differ
diff --git a/sound/lavaland/ash_storm_start.ogg b/sound/lavaland/ash_storm_start.ogg
new file mode 100644
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diff --git a/sound/lavaland/ash_storm_windup.ogg b/sound/lavaland/ash_storm_windup.ogg
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