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Merge pull request #7597 from Rykka-Stormheart/shep-dev-airlock-sound-prefs
Adds Toggles to Revert to Legacy Door Sounds and Enable Department Doors
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@@ -115,6 +115,18 @@ var/list/_client_preferences_by_type
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key = "SOUND_AIRPUMP"
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enabled_description = "Audible"
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disabled_description = "Silent"
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/datum/client_preference/old_door_sounds
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description ="Old Door Sounds"
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key = "SOUND_OLDDOORS"
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enabled_description = "Old"
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disabled_description = "New"
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/datum/client_preference/department_door_sounds
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description ="Department-Specific Door Sounds"
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key = "SOUND_DEPARTMENTDOORS"
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enabled_description = "Enabled"
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disabled_description = "Disabled"
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/datum/client_preference/pickup_sounds
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description = "Picked Up Item Sounds"
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@@ -238,6 +238,36 @@
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SScharacter_setup.queue_preferences_save(prefs)
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feedback_add_details("admin_verb","TAirPumpNoise")
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/client/verb/toggle_old_door_sounds()
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set name = "Toggle Old Door Sounds"
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set category = "Preferences"
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set desc = "Toggles New/Old Door Sounds"
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var/pref_path = /datum/client_preference/old_door_sounds
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toggle_preference(pref_path)
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to_chat(src, "You will [ (is_preference_enabled(pref_path)) ? "now" : "no longer"] hear the legacy door sounds.")
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SScharacter_setup.queue_preferences_save(prefs)
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feedback_add_details("admin_verb","TOldDoorSounds")
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/client/verb/toggle_department_door_sounds()
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set name = "Toggle Department Door Sounds"
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set category = "Preferences"
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set desc = "Toggles Department-Specific Door Sounds"
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var/pref_path = /datum/client_preference/department_door_sounds
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toggle_preference(pref_path)
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to_chat(src, "You will [ (is_preference_enabled(pref_path)) ? "now" : "no longer"] hear per-department door sounds.")
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SScharacter_setup.queue_preferences_save(prefs)
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feedback_add_details("admin_verb","TDepartmentDoorSounds")
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/client/verb/toggle_pickup_sounds()
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set name = "Toggle Picked Up Item Sounds"
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@@ -112,7 +112,7 @@ mob/living/carbon/proc/handle_hallucinations()
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//Strange audio
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//to_chat(src, "Strange Audio")
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switch(rand(1,12))
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if(1) src << 'sound/machines/airlock.ogg'
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if(1) src << 'sound/machines/door/old_airlock.ogg'
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if(2)
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if(prob(50))src << 'sound/effects/Explosion1.ogg'
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else src << 'sound/effects/Explosion2.ogg'
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@@ -121,7 +121,7 @@ mob/living/carbon/proc/handle_hallucinations()
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if(5) src << 'sound/effects/Glassbr2.ogg'
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if(6) src << 'sound/effects/Glassbr3.ogg'
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if(7) src << 'sound/machines/twobeep.ogg'
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if(8) src << 'sound/machines/windowdoor.ogg'
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if(8) src << 'sound/machines/door/windowdoor.ogg'
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if(9)
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//To make it more realistic, I added two gunshots (enough to kill)
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src << 'sound/weapons/Gunshot1.ogg'
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