Mech and Locker Sounds

This commit is contained in:
Cerebulon
2022-01-17 13:22:33 +00:00
parent 4d8c43f106
commit c2f4d10b8b
28 changed files with 32 additions and 9 deletions
@@ -4,7 +4,7 @@
icon_state = "mecha_uac2"
equip_cooldown = 10
projectile = /obj/item/projectile/bullet/pistol/medium
fire_sound = 'sound/weapons/Gunshot_machinegun.ogg'
fire_sound = 'sound/weapons/mech_autocannon.ogg'
projectiles = 30 //10 bursts, matching the Scattershot's 10. Also, conveniently, doesn't eat your powercell when reloading like 300 bullets does.
projectiles_per_shot = 3
deviation = 0.3
@@ -4,7 +4,7 @@
description_info = "This weapon cannot be fired indoors, underground, or on-station."
icon_state = "mecha_mortar"
equip_cooldown = 30
fire_sound = 'sound/weapons/Gunshot_cannon.ogg'
fire_sound = 'sound/weapons/mech_mortar.ogg'
fire_volume = 100
projectiles = 3
deviation = 0.6
@@ -4,7 +4,7 @@
icon_state = "mecha_scatter"
equip_cooldown = 20
projectile = /obj/item/projectile/bullet/pellet/shotgun/flak
fire_sound = 'sound/weapons/Gunshot_shotgun.ogg'
fire_sound = 'sound/weapons/mech_shotgun.ogg'
fire_volume = 80
projectiles = 40
projectiles_per_shot = 4
+3 -2
View File
@@ -101,7 +101,7 @@
var/list/equipment = new //This lists holds what stuff you bolted onto your baby ride
var/obj/item/mecha_parts/mecha_equipment/selected
var/max_equip = 2
// What direction to float in, if inertial movement is active.
var/float_direction = 0
// Process() iterator count.
@@ -2026,7 +2026,7 @@
update_cell_alerts()
update_damage_alerts()
set_dir(dir_in)
playsound(src, 'sound/machines/door/windowdoor.ogg', 50, 1)
playsound(src, 'sound/mecha/mech_enter.ogg', 50, 1)
if(occupant.client && cloaked_selfimage)
occupant.client.images += cloaked_selfimage
play_entered_noise(occupant)
@@ -2119,6 +2119,7 @@
update_icon()
set_dir(dir_in)
verbs -= /obj/mecha/verb/eject
playsound(src, 'sound/mecha/mech_exit.ogg', 50, 1)
//src.zoom = 0
+2
View File
@@ -66,6 +66,8 @@
catalogue_data = list(/datum/category_item/catalogue/information/objects/oldreactor)
climbable = 0
door_anim_time = 0 //Unsupported
open_sound = 'sound/machines/door/hatchforced.ogg'
close_sound = 'sound/machines/door/hatchclose.ogg'
starts_with = list(
/obj/item/weapon/fuel_assembly/deuterium = 6)
@@ -23,8 +23,8 @@
//then open it in a populated area to crash clients.
var/storage_cost = 40 //How much space this closet takes up if it's stuffed in another closet
var/open_sound = 'sound/machines/click.ogg'
var/close_sound = 'sound/machines/click.ogg'
var/open_sound = 'sound/machines/closet/closet_open.ogg'
var/close_sound = 'sound/machines/closet/closet_close.ogg'
var/store_misc = 1 //Chameleon item check
var/store_items = 1 //Will the closet store items?
@@ -6,6 +6,8 @@
icon_state = "closed_unlocked"
seal_tool = /obj/item/weapon/tool/screwdriver
breakout_sound = 'sound/weapons/tablehit1.ogg'
open_sound = 'sound/machines/closet/crate_open.ogg'
close_sound = 'sound/machines/closet/crate_close.ogg'
closet_appearance = null // Special icon for us
door_anim_time = 0 //Unsupported
@@ -2,6 +2,8 @@
name = "booze closet"
req_access = list(access_bar)
closet_appearance = /decl/closet_appearance/cabinet/secure
open_sound = 'sound/machines/closet/closet_wood_open.ogg'
close_sound = 'sound/machines/closet/closet_wood_close.ogg'
starts_with = list(
/obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer = 10)
@@ -200,6 +200,8 @@
desc = "Store psychology tools and medicines in here."
req_access = list(access_psychiatrist)
closet_appearance = /decl/closet_appearance/cabinet/secure
open_sound = 'sound/machines/closet/closet_wood_open.ogg'
close_sound = 'sound/machines/closet/closet_wood_close.ogg'
starts_with = list(
/obj/item/clothing/under/rank/psych,
@@ -27,6 +27,8 @@
/obj/structure/closet/secure_closet/personal/cabinet
closet_appearance = /decl/closet_appearance/cabinet/secure
door_anim_time = 0 //Unsupported
open_sound = 'sound/machines/closet/closet_wood_open.ogg'
close_sound = 'sound/machines/closet/closet_wood_close.ogg'
starts_with = list(
/obj/item/weapon/storage/backpack/satchel/withwallet,
@@ -224,6 +224,8 @@
req_access = list(access_forensics_lockers)
closet_appearance = /decl/closet_appearance/cabinet/secure
door_anim_time = 0 //Unsupported
open_sound = 'sound/machines/closet/closet_wood_open.ogg'
close_sound = 'sound/machines/closet/closet_wood_close.ogg'
starts_with = list(
/obj/item/clothing/accessory/badge/holo/detective,
@@ -40,6 +40,8 @@
/obj/structure/closet/wardrobe/detective
name = "detective wardrobe"
closet_appearance = /decl/closet_appearance/cabinet
open_sound = 'sound/machines/closet/closet_wood_open.ogg'
close_sound = 'sound/machines/closet/closet_wood_close.ogg'
starts_with = list(
/obj/item/clothing/head/det = 2,
@@ -441,6 +443,8 @@
/obj/structure/closet/wardrobe/captain
name = "site manager's wardrobe"
closet_appearance = /decl/closet_appearance/cabinet
open_sound = 'sound/machines/closet/closet_wood_open.ogg'
close_sound = 'sound/machines/closet/closet_wood_close.ogg'
starts_with = list(
/obj/item/weapon/storage/backpack/captain,
@@ -8,6 +8,8 @@
climbable = 1
dir = 4 //Spawn facing 'forward' by default.
door_anim_time = 0 //Unsupported until appropriate sprites are available
open_sound = 'sound/machines/closet/crate_open.ogg'
close_sound = 'sound/machines/closet/crate_close.ogg'
var/points_per_crate = 5
var/rigged = 0
@@ -33,7 +35,7 @@
if(usr.stunned)
return 2
playsound(src, 'sound/machines/click.ogg', 15, 1, -3)
playsound(src, open_sound, 15, 1, -3)
for(var/obj/O in src)
O.forceMove(get_turf(src))
src.opened = 1
@@ -49,7 +51,7 @@
if(!src.can_close())
return 0
playsound(src, 'sound/machines/click.ogg', 15, 1, -3)
playsound(src, close_sound, 15, 1, -3)
var/itemcount = 0
for(var/obj/O in get_turf(src))
if(itemcount >= storage_capacity)
@@ -53,6 +53,7 @@
melee_damage_upper = 15
projectile_dispersion = 5
projectile_accuracy = -15
projectilesound = 'sound/weapons/mech_autocannon.ogg'
// Also beefy, but tries to stay at their 'home', ideal for base defense.
/mob/living/simple_mob/mechanical/hivebot/ranged_damage/strong/guard
@@ -113,6 +114,7 @@
name = "siege engine hivebot"
desc = "A large robot capable of delivering long range bombardment."
projectiletype = /obj/item/projectile/arc/test
projectilesound = 'sound/weapons/mech_mortar.ogg'
icon_scale_x = 2
icon_scale_y = 2
icon_state = "red"
@@ -11,6 +11,7 @@
icon_state = "fireball" // WIP
movement_type = UNSTOPPABLE
plane = ABOVE_PLANE // Since projectiles are 'in the air', they might visually overlap mobs while in flight, so the projectile needs to be above their plane.
fire_sound = 'sound/weapons/mech_mortar.ogg'
var/fired_dir = null // Which direction was the projectile fired towards. Needed to invert the projectile turning based on if facing left or right.
var/distance_to_fly = null // How far, in pixels, to fly for. Will call on_range() when this is passed.
var/visual_y_offset = -16 // Adjusts how high the projectile and its shadow start, visually. This is so the projectile and shadow align with the center of the tile.
@@ -239,6 +239,7 @@
/obj/item/projectile/energy/phase
name = "phase wave"
icon_state = "phase"
fire_sound = 'sound/weapons/Gunshot_phase.ogg'
range = 6
damage = 5
SA_bonus_damage = 45 // 50 total on animals
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