Broad TG Sound Update (#15608)

* Broad TG Sound Update

* jester update
This commit is contained in:
Fox McCloud
2021-02-27 11:59:33 +00:00
committed by GitHub
parent d510702d4f
commit f65c8994ce
58 changed files with 251 additions and 138 deletions
+9 -9
View File
@@ -251,7 +251,7 @@ SUBSYSTEM_DEF(ticker)
SSdbcore.SetRoundStart()
to_chat(world, "<span class='darkmblue'><B>Enjoy the game!</B></span>")
world << sound('sound/AI/welcome.ogg')
SEND_SOUND(world, sound('sound/AI/welcome.ogg'))
if(SSholiday.holidays)
to_chat(world, "<span class='darkmblue'>and...</span>")
@@ -325,23 +325,23 @@ SUBSYSTEM_DEF(ticker)
if("nuclear emergency") //Nuke wasn't on station when it blew up
flick("intro_nuke", cinematic)
sleep(35)
world << sound('sound/effects/explosionfar.ogg')
SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
flick("station_intact_fade_red", cinematic)
cinematic.icon_state = "summary_nukefail"
if("fake") //The round isn't over, we're just freaking people out for fun
flick("intro_nuke", cinematic)
sleep(35)
world << sound('sound/items/bikehorn.ogg')
SEND_SOUND(world, sound('sound/items/bikehorn.ogg'))
flick("summary_selfdes", cinematic)
else
flick("intro_nuke", cinematic)
sleep(35)
world << sound('sound/effects/explosionfar.ogg')
SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
if(2) //nuke was nowhere nearby //TODO: a really distant explosion animation
sleep(50)
world << sound('sound/effects/explosionfar.ogg')
SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
else //station was destroyed
if(mode && !override)
override = mode.name
@@ -350,25 +350,25 @@ SUBSYSTEM_DEF(ticker)
flick("intro_nuke", cinematic)
sleep(35)
flick("station_explode_fade_red", cinematic)
world << sound('sound/effects/explosionfar.ogg')
SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
cinematic.icon_state = "summary_nukewin"
if("AI malfunction") //Malf (screen,explosion,summary)
flick("intro_malf", cinematic)
sleep(76)
flick("station_explode_fade_red", cinematic)
world << sound('sound/effects/explosionfar.ogg')
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)
world << sound('sound/effects/explosionfar.ogg')
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)
world << sound('sound/effects/explosionfar.ogg')
SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
cinematic.icon_state = "summary_selfdes"
//If its actually the end of the round, wait for it to end.
//Otherwise if its a verb it will continue on afterwards.