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https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-10 18:02:57 +00:00
The station explosion cinematic now uses the old "far explosion" sound
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@@ -300,7 +300,7 @@ SUBSYSTEM_DEF(ticker)
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if("nuclear emergency") //Nuke wasn't on station when it blew up
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flick("intro_nuke",cinematic)
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sleep(35)
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SEND_SOUND(world, sound('sound/effects/explosionfar.ogg'))
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SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
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station_explosion_detonation(bomb)
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flick("station_intact_fade_red",cinematic)
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cinematic.icon_state = "summary_nukefail"
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@@ -329,13 +329,13 @@ SUBSYSTEM_DEF(ticker)
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else
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flick("intro_nuke",cinematic)
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sleep(35)
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SEND_SOUND(world, sound('sound/effects/explosionfar.ogg'))
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SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
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station_explosion_detonation(bomb)
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if(NUKE_MISS_STATION || NUKE_SYNDICATE_BASE) //nuke was nowhere nearby //TODO: a really distant explosion animation
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sleep(50)
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SEND_SOUND(world, sound('sound/effects/explosionfar.ogg'))
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SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
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station_explosion_detonation(bomb)
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actually_blew_up = station_missed == NUKE_SYNDICATE_BASE //don't kill everyone on station if it detonated off station
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else //station was destroyed
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@@ -346,28 +346,28 @@ SUBSYSTEM_DEF(ticker)
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flick("intro_nuke",cinematic)
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sleep(35)
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flick("station_explode_fade_red",cinematic)
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SEND_SOUND(world, sound('sound/effects/explosionfar.ogg'))
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SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
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station_explosion_detonation(bomb)
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cinematic.icon_state = "summary_nukewin"
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if("AI malfunction") //Malf (screen,explosion,summary)
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flick("intro_malf",cinematic)
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sleep(76)
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flick("station_explode_fade_red",cinematic)
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SEND_SOUND(world, sound('sound/effects/explosionfar.ogg'))
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SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
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station_explosion_detonation(bomb) //TODO: If we ever decide to actually detonate the vault bomb
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cinematic.icon_state = "summary_malf"
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if("blob") //Station nuked (nuke,explosion,summary)
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flick("intro_nuke",cinematic)
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sleep(35)
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flick("station_explode_fade_red",cinematic)
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SEND_SOUND(world, sound('sound/effects/explosionfar.ogg'))
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SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
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station_explosion_detonation(bomb) //TODO: no idea what this case could be
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cinematic.icon_state = "summary_selfdes"
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if("cult") //Station nuked (nuke,explosion,summary)
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flick("intro_nuke",cinematic)
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sleep(35)
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flick("station_explode_fade_red",cinematic)
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SEND_SOUND(world, sound('sound/effects/explosionfar.ogg'))
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SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
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station_explosion_detonation(bomb) //TODO: no idea what this case could be
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cinematic.icon_state = "summary_cult"
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if("no_core") //Nuke failed to detonate as it had no core
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@@ -381,7 +381,7 @@ SUBSYSTEM_DEF(ticker)
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flick("intro_nuke",cinematic)
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sleep(35)
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flick("station_explode_fade_red", cinematic)
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SEND_SOUND(world, sound('sound/effects/explosionfar.ogg'))
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SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
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station_explosion_detonation(bomb)
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cinematic.icon_state = "summary_selfdes"
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//If its actually the end of the round, wait for it to end.
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BIN
sound/effects/explosion_distant.ogg
Normal file
BIN
sound/effects/explosion_distant.ogg
Normal file
Binary file not shown.
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