Merge pull request #7597 from Rykka-Stormheart/shep-dev-airlock-sound-prefs

Adds Toggles to Revert to Legacy Door Sounds and Enable Department Doors
This commit is contained in:
Atermonera
2020-09-16 16:39:09 -07:00
committed by GitHub
21 changed files with 182 additions and 73 deletions
@@ -115,6 +115,18 @@ var/list/_client_preferences_by_type
key = "SOUND_AIRPUMP"
enabled_description = "Audible"
disabled_description = "Silent"
/datum/client_preference/old_door_sounds
description ="Old Door Sounds"
key = "SOUND_OLDDOORS"
enabled_description = "Old"
disabled_description = "New"
/datum/client_preference/department_door_sounds
description ="Department-Specific Door Sounds"
key = "SOUND_DEPARTMENTDOORS"
enabled_description = "Enabled"
disabled_description = "Disabled"
/datum/client_preference/pickup_sounds
description = "Picked Up Item Sounds"
@@ -238,6 +238,36 @@
SScharacter_setup.queue_preferences_save(prefs)
feedback_add_details("admin_verb","TAirPumpNoise")
/client/verb/toggle_old_door_sounds()
set name = "Toggle Old Door Sounds"
set category = "Preferences"
set desc = "Toggles New/Old Door Sounds"
var/pref_path = /datum/client_preference/old_door_sounds
toggle_preference(pref_path)
to_chat(src, "You will [ (is_preference_enabled(pref_path)) ? "now" : "no longer"] hear the legacy door sounds.")
SScharacter_setup.queue_preferences_save(prefs)
feedback_add_details("admin_verb","TOldDoorSounds")
/client/verb/toggle_department_door_sounds()
set name = "Toggle Department Door Sounds"
set category = "Preferences"
set desc = "Toggles Department-Specific Door Sounds"
var/pref_path = /datum/client_preference/department_door_sounds
toggle_preference(pref_path)
to_chat(src, "You will [ (is_preference_enabled(pref_path)) ? "now" : "no longer"] hear per-department door sounds.")
SScharacter_setup.queue_preferences_save(prefs)
feedback_add_details("admin_verb","TDepartmentDoorSounds")
/client/verb/toggle_pickup_sounds()
set name = "Toggle Picked Up Item Sounds"
+2 -2
View File
@@ -112,7 +112,7 @@ mob/living/carbon/proc/handle_hallucinations()
//Strange audio
//to_chat(src, "Strange Audio")
switch(rand(1,12))
if(1) src << 'sound/machines/airlock.ogg'
if(1) src << 'sound/machines/door/old_airlock.ogg'
if(2)
if(prob(50))src << 'sound/effects/Explosion1.ogg'
else src << 'sound/effects/Explosion2.ogg'
@@ -121,7 +121,7 @@ mob/living/carbon/proc/handle_hallucinations()
if(5) src << 'sound/effects/Glassbr2.ogg'
if(6) src << 'sound/effects/Glassbr3.ogg'
if(7) src << 'sound/machines/twobeep.ogg'
if(8) src << 'sound/machines/windowdoor.ogg'
if(8) src << 'sound/machines/door/windowdoor.ogg'
if(9)
//To make it more realistic, I added two gunshots (enough to kill)
src << 'sound/weapons/Gunshot1.ogg'