Guns sounds refactor and improvements (#5803)

* Gun sound updates

Grenade Launcher sound source:
https://freesound.org/people/LeMudCrab/sounds/163458/

* Actually, this is a better way to handle this.

* Fixed accidental inconsistent indentation

* Renames shotgun.ogg to Gunshot_shotgun.ogg

Also actually changes the file names like I was supposed to last night.

* *peers* Didn't I just fix this shit?

* Actually fixes the missing files this time

* Update audible_deception.dm

* Changed tungsten core projectile sound by request

* Actually no this line is stupid and makes me angry

Simplifies dumb code that was badly copypasted.

Also fixed missing D'eagle fire_sound

* Smarter code

Less copypasta, more runtimes prevented in case somebody decides to make
a soundless gun whether done intentionally or not.

* Update gun.dm
This commit is contained in:
Spades
2019-01-06 21:27:24 -05:00
committed by Atermonera
parent 758b077dbb
commit 81c3036140
55 changed files with 103 additions and 144 deletions

View File

@@ -98,7 +98,7 @@
/obj/item/projectile/beam/pulse
name = "pulse"
icon_state = "u_laser"
fire_sound='sound/weapons/pulse.ogg'
fire_sound='sound/weapons/gauss_shoot.ogg' // Needs a more meaty sound than what pulse.ogg currently is; this will be a placeholder for now.
damage = 100 //Badmin toy, don't care
armor_penetration = 100
light_color = "#0066FF"

View File

@@ -1,7 +1,7 @@
/obj/item/projectile/bullet
name = "bullet"
icon_state = "bullet"
fire_sound = 'sound/weapons/gunshot/gunshot_strong.ogg'
fire_sound = 'sound/weapons/Gunshot4.ogg'
damage = 60
damage_type = BRUTE
nodamage = 0
@@ -65,7 +65,7 @@
/* short-casing projectiles, like the kind used in pistols or SMGs */
/obj/item/projectile/bullet/pistol // 9mm pistols and most SMGs. Sacrifice power for capacity.
fire_sound = 'sound/weapons/gunshot/gunshot_pistol.ogg' // ToDo: Different shot sounds for different strength pistols. -Ace
fire_sound = 'sound/weapons/gunshot2.ogg'
damage = 20
/obj/item/projectile/bullet/pistol/ap
@@ -77,7 +77,7 @@
armor_penetration = -50
/obj/item/projectile/bullet/pistol/medium // .45 (and maybe .40 if it ever gets added) caliber security pistols. Balance between capacity and power.
// fire_sound = 'sound/weapons/gunshot3.ogg' // ToDo: Different shot sounds for different strength pistols.
fire_sound = 'sound/weapons/gunshot3.ogg' // Snappier sound.
damage = 25
/obj/item/projectile/bullet/pistol/medium/ap
@@ -89,11 +89,11 @@
armor_penetration = -50
/obj/item/projectile/bullet/pistol/strong // .357 and .44 caliber stuff. High power pistols like the Mateba or Desert Eagle. Sacrifice capacity for power.
fire_sound = 'sound/weapons/gunshot/gunshot_strong.ogg' // ToDo: Replace with something less ugly. I recommend weapons/gunshot3.ogg
fire_sound = 'sound/weapons/gunshot4.ogg'
damage = 60
/obj/item/projectile/bullet/pistol/rubber/strong // "Rubber" bullets for high power pistols.
fire_sound = 'sound/weapons/gunshot/gunshot_strong.ogg' // ToDo: Same as above.
fire_sound = 'sound/weapons/gunshot3.ogg' // Rubber shots have less powder, but these still have more punch than normal rubber shot.
damage = 10
agony = 60
embed_chance = 0
@@ -107,12 +107,13 @@
embed_chance = 0
sharp = 0
check_armour = "melee"
fire_sound ='sound/weapons/Gunshot_pathetic.ogg' // Rubber shots have less powder in the casing.
/* shotgun projectiles */
/obj/item/projectile/bullet/shotgun
name = "slug"
fire_sound = 'sound/weapons/gunshot/shotgun.ogg'
fire_sound = 'sound/weapons/Gunshot_shotgun.ogg'
damage = 50
armor_penetration = 15
@@ -128,7 +129,7 @@
//Overall less damage than slugs in exchange for more damage at very close range and more embedding
/obj/item/projectile/bullet/pellet/shotgun
name = "shrapnel"
fire_sound = 'sound/weapons/gunshot/shotgun.ogg'
fire_sound = 'sound/weapons/Gunshot_shotgun.ogg'
damage = 13
pellets = 6
range_step = 1
@@ -143,7 +144,7 @@
//EMP shotgun 'slug', it's basically a beanbag that pops a tiny emp when it hits. //Not currently used
/obj/item/projectile/bullet/shotgun/ion
name = "ion slug"
fire_sound = 'sound/weapons/Laser.ogg'
fire_sound = 'sound/weapons/Laser.ogg' // Really? We got nothing better than this?
damage = 15
embed_chance = 0
sharp = 0
@@ -160,14 +161,18 @@
/* "Rifle" rounds */
/obj/item/projectile/bullet/rifle
fire_sound = 'sound/weapons/gunshot/gunshot3.ogg'
fire_sound = 'sound/weapons/Gunshot_generic_rifle.ogg'
armor_penetration = 15
penetrating = 1
/obj/item/projectile/bullet/rifle/a762
fire_sound = 'sound/weapons/gunshot/gunshot2.ogg'
fire_sound = 'sound/weapons/Gunshot_heavy.ogg'
damage = 35
/obj/item/projectile/bullet/rifle/a762/sniper // Hitscan specifically for sniper ammo; to be implimented at a later date, probably for the SVD. -Ace
fire_sound = 'sound/weapons/Gunshot_sniper.ogg'
hitscan = 1 //so the ammo isn't useless as a sniper weapon
/obj/item/projectile/bullet/rifle/a762/ap
damage = 30
armor_penetration = 50 // At 30 or more armor, this will do more damage than standard rounds.
@@ -177,12 +182,13 @@
armor_penetration = -50
penetrating = 0
/obj/item/projectile/bullet/rifle/a762/hunter // Optimized for killing simple animals and not people, because Balance.
/obj/item/projectile/bullet/rifle/a762/hunter // Optimized for killing simple animals and not people, because Balance(tm)
damage = 20
SA_bonus_damage = 50 // 70 total on animals.
SA_vulnerability = SA_ANIMAL
/obj/item/projectile/bullet/rifle/a545
fire_sound = 'sound/weapons/Gunshot_light.ogg'
damage = 25
/obj/item/projectile/bullet/rifle/a545/ap
@@ -199,8 +205,8 @@
SA_bonus_damage = 35 // 50 total on animals.
SA_vulnerability = SA_ANIMAL
/obj/item/projectile/bullet/rifle/a145
fire_sound = 'sound/weapons/gunshot/sniper.ogg'
/obj/item/projectile/bullet/rifle/a145 // 14.5<EFBFBD>114mm is bigger than a .50 BMG round.
fire_sound = 'sound/weapons/Gunshot_cannon.ogg' // This is literally an anti-tank rifle caliber. It better sound like a fucking cannon.
damage = 80
stun = 3
weaken = 3
@@ -258,28 +264,15 @@
damage = 15
kill_count = 6
/obj/item/projectile/bullet/blank
invisibility = 101
damage = 1
embed_chance = 0
/* Practice rounds and blanks */
/* Practice */
/obj/item/projectile/bullet/pistol/practice
/obj/item/projectile/bullet/practice
damage = 5
/obj/item/projectile/bullet/rifle/practice
damage = 5
penetrating = 0
/obj/item/projectile/bullet/shotgun/practice
name = "practice"
damage = 5
/obj/item/projectile/bullet/pistol/cap
/obj/item/projectile/bullet/pistol/cap // Just the primer, such as a cap gun.
name = "cap"
damage_type = HALLOSS
fire_sound = null
fire_sound = 'sound/effects/snap.ogg'
damage = 0
nodamage = 1
embed_chance = 0
@@ -288,5 +281,18 @@
combustion = FALSE
/obj/item/projectile/bullet/pistol/cap/process()
loc = null
qdel(src)
/obj/item/projectile/bullet/blank
name = "blank"
damage_type = HALLOSS
fire_sound = 'sound/weapons/Gunshot_generic_rifle.ogg' // Blanks still make loud noises.
damage = 0
nodamage = 1
embed_chance = 0
sharp = 0
/obj/item/projectile/bullet/blank/cap/process()
loc = null
qdel(src)

View File

@@ -10,7 +10,7 @@
/obj/item/projectile/energy/flash
name = "chemical shell"
icon_state = "bullet"
fire_sound = 'sound/weapons/gunshot/gunshot_pistol.ogg'
fire_sound = 'sound/weapons/gunshot_pathetic.ogg'
damage = 5
kill_count = 15 //if the shell hasn't hit anything after travelling this far it just explodes.
var/flash_range = 0
@@ -48,7 +48,7 @@
//blinds people like the flash round, but can also be used for temporary illumination
/obj/item/projectile/energy/flash/flare
fire_sound = 'sound/weapons/gunshot/shotgun.ogg'
fire_sound = 'sound/weapons/grenade_launcher.ogg'
damage = 10
flash_range = 1
brightness = 15
@@ -65,7 +65,7 @@
/obj/item/projectile/energy/electrode
name = "electrode"
icon_state = "spark"
fire_sound = 'sound/weapons/Gunshot.ogg'
fire_sound = 'sound/weapons/Gunshot2.ogg'
taser_effect = 1
agony = 40
light_range = 2

View File

@@ -16,6 +16,7 @@
var/impact_sound = 'sound/effects/uncloak.ogg'
var/crack_sound = 'sound/effects/teleport.ogg'
fire_sound = 'sound/effects/zzzt.ogg'
var/target_distance = null // Shamelessly stolen from arcing projectiles.
var/my_tracking_beam = null // Beam made by the launcher. Tracked here to destroy it in time with the impact.

View File

@@ -261,7 +261,7 @@
/obj/item/projectile/beam/tungsten
name = "core of molten tungsten"
icon_state = "energy"
fire_sound = 'sound/weapons/emitter2.ogg'
fire_sound = 'sound/weapons/gauss_shoot.ogg'
pass_flags = PASSTABLE | PASSGRILLE
damage = 70
damage_type = BURN