Reworks delta alert ambience (#21174)

* initial delta alarm stuff

* TODOS

* make it do this

* safeties

* stop on explode, proper loop, volume corrections

* ping be gone

* better end timing, worse code implementation

* sirryan fix

* farie
This commit is contained in:
S34N
2023-07-10 20:36:11 +01:00
committed by GitHub
parent 725b0e00a4
commit 7e6075a934
8 changed files with 63 additions and 9 deletions
+3 -6
View File
@@ -413,21 +413,18 @@ SUBSYSTEM_DEF(ticker)
flick("station_explode_fade_red", cinematic)
SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
cinematic.icon_state = "summary_malf"
if("blob") //Station nuked (nuke,explosion,summary)
flick("intro_nuke", cinematic)
sleep(35)
flick("station_explode_fade_red", cinematic)
SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
cinematic.icon_state = "summary_selfdes"
else //Station nuked (nuke,explosion,summary)
flick("intro_nuke", cinematic)
sleep(35)
flick("station_explode_fade_red", cinematic)
SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
cinematic.icon_state = "summary_selfdes"
stop_delta_alarm()
//If its actually the end of the round, wait for it to end.
//Otherwise if its a verb it will continue on afterwards.
spawn(300)
stop_delta_alarm() // If we've not stopped this alarm yet, do so now.
QDEL_NULL(cinematic) //end the cinematic