mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-09 16:07:40 +00:00
Gun sounds (#33615)
This commit is contained in:
committed by
CitadelStationBot
parent
c12fdd08e2
commit
1c142356ff
@@ -182,7 +182,7 @@
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src.add_fingerprint(user)
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if (src.bullets < 1)
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user.show_message("<span class='warning'>*click*</span>", 2)
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playsound(src, "gun_dry_fire", 50, 1)
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playsound(src, "gun_dry_fire", 60, 1)
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return
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playsound(user, 'sound/weapons/gunshot.ogg', 100, 1)
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src.bullets--
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@@ -182,7 +182,15 @@
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if("bullet_miss")
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soundin = pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg')
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if("gun_dry_fire")
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soundin = pick('sound/weapons/dry_fire_1.ogg', 'sound/weapons/dry_fire_2.ogg', 'sound/weapons/dry_fire_3.ogg', 'sound/weapons/dry_fire_4.ogg')
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soundin = pick('sound/weapons/gun_dry_fire_1.ogg', 'sound/weapons/gun_dry_fire_2.ogg', 'sound/weapons/gun_dry_fire_3.ogg', 'sound/weapons/gun_dry_fire_4.ogg')
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if("gun_insert_empty_magazine")
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soundin = pick('sound/weapons/gun_magazine_insert_empty_1.ogg', 'sound/weapons/gun_magazine_insert_empty_2.ogg', 'sound/weapons/gun_magazine_insert_empty_3.ogg', 'sound/weapons/gun_magazine_insert_empty_4.ogg')
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if("gun_insert_full_magazine")
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soundin = pick('sound/weapons/gun_magazine_insert_full_1.ogg', 'sound/weapons/gun_magazine_insert_full_2.ogg', 'sound/weapons/gun_magazine_insert_full_3.ogg', 'sound/weapons/gun_magazine_insert_full_4.ogg', 'sound/weapons/gun_magazine_insert_full_5.ogg')
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if("gun_remove_empty_magazine")
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soundin = pick('sound/weapons/gun_magazine_remove_empty_1.ogg', 'sound/weapons/gun_magazine_remove_empty_2.ogg', 'sound/weapons/gun_magazine_remove_empty_3.ogg', 'sound/weapons/gun_magazine_remove_empty_4.ogg')
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if("gun_slide_lock")
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soundin = pick('sound/weapons/gun_slide_lock_1.ogg', 'sound/weapons/gun_slide_lock_2.ogg', 'sound/weapons/gun_slide_lock_3.ogg', 'sound/weapons/gun_slide_lock_4.ogg', 'sound/weapons/gun_slide_lock_5.ogg')
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if("law")
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soundin = pick('sound/voice/bgod.ogg', 'sound/voice/biamthelaw.ogg', 'sound/voice/bsecureday.ogg', 'sound/voice/bradio.ogg', 'sound/voice/binsult.ogg', 'sound/voice/bcreep.ogg')
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if("honkbot_e")
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@@ -87,7 +87,7 @@
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if(num_loaded)
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if(!silent)
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to_chat(user, "<span class='notice'>You load [num_loaded] shell\s into \the [src]!</span>")
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playsound(user, 'sound/weapons/bulletinsert.ogg', 60, 1)
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playsound(src, 'sound/weapons/bulletinsert.ogg', 60, 1)
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A.update_icon()
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update_icon()
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@@ -98,7 +98,7 @@
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if(A)
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user.put_in_hands(A)
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to_chat(user, "<span class='notice'>You remove a round from \the [src]!</span>")
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playsound(user, 'sound/weapons/bulletremove.ogg', 60, 1)
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playsound(A, 'sound/weapons/bulletremove.ogg', 60, 1)
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update_icon()
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/obj/item/ammo_box/update_icon()
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@@ -107,7 +107,7 @@
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/obj/item/gun/proc/shoot_with_empty_chamber(mob/living/user as mob|obj)
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to_chat(user, "<span class='danger'>*click*</span>")
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playsound(src, "gun_dry_fire", 50, 1)
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playsound(src, "gun_dry_fire", 60, 1)
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/obj/item/gun/proc/shoot_live_shot(mob/living/user as mob|obj, pointblank = 0, mob/pbtarget = null, message = 1)
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@@ -30,8 +30,9 @@
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var/obj/item/ammo_casing/AC = chambered //Find chambered round
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if(istype(AC)) //there's a chambered round
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if(casing_ejector)
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AC.forceMove(get_turf(src)) //Eject casing onto ground.
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AC.forceMove(drop_location()) //Eject casing onto ground.
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AC.SpinAnimation(10, 1) //next gen special effects
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addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, AC, 'sound/weapons/bulletremove.ogg', 60, 1), 3)
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chambered = null
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else if(empty_chamber)
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chambered = null
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@@ -58,7 +59,13 @@
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if(user.transferItemToLoc(AM, src))
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magazine = AM
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to_chat(user, "<span class='notice'>You load a new magazine into \the [src].</span>")
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chamber_round()
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if(magazine.ammo_count())
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playsound(src, "gun_insert_full_magazine", 70, 1)
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if(!chambered)
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chamber_round()
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addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, src, 'sound/weapons/gun_chamber_round.ogg', 100, 1), 3)
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else
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playsound(src, "gun_insert_empty_magazine", 70, 1)
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A.update_icon()
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update_icon()
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return 1
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@@ -110,13 +117,19 @@
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magazine.forceMove(drop_location())
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user.put_in_hands(magazine)
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magazine.update_icon()
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if(magazine.ammo_count())
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playsound(src, "sound/weapons/gun_magazine_remove_full.ogg", 70, 1)
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else
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playsound(src, "gun_remove_empty_magazine", 70, 1)
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magazine = null
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to_chat(user, "<span class='notice'>You pull the magazine out of \the [src].</span>")
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else if(chambered)
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AC.forceMove(drop_location())
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AC.SpinAnimation(10, 1)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, AC, 'sound/weapons/bulletremove.ogg', 60, 1), 3)
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chambered = null
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to_chat(user, "<span class='notice'>You unload the round from \the [src]'s chamber.</span>")
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playsound(src, "gun_slide_lock", 70, 1)
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else
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to_chat(user, "<span class='notice'>There's no magazine in \the [src].</span>")
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update_icon()
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@@ -162,7 +175,7 @@
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return(OXYLOSS)
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else
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user.visible_message("<span class='suicide'>[user] is pretending to blow [user.p_their()] brain[user.p_s()] out with [src]! It looks like [user.p_theyre()] trying to commit suicide!</b></span>")
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playsound(src, "gun_dry_fire", 50, 1)
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playsound(src, "gun_dry_fire", 60, 1)
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return (OXYLOSS)
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#undef BRAINS_BLOWN_THROW_SPEED
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#undef BRAINS_BLOWN_THROW_RANGE
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@@ -42,10 +42,10 @@
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CB.forceMove(drop_location())
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CB.SpinAnimation(10, 1)
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CB.update_icon()
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addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, CB, 'sound/weapons/bulletremove.ogg', 60, 1), 3)
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num_unloaded++
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if (num_unloaded)
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to_chat(user, "<span class='notice'>You unload [num_unloaded] shell\s from [src].</span>")
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playsound(user, 'sound/weapons/bulletremove.ogg', 60, 1)
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else
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to_chat(user, "<span class='warning'>[src] is empty!</span>")
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@@ -229,7 +229,7 @@
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return
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user.visible_message("<span class='danger'>*click*</span>")
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playsound(src, "gun_dry_fire", 50, 1)
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playsound(src, "gun_dry_fire", 60, 1)
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/obj/item/gun/ballistic/revolver/russian/proc/shoot_self(mob/living/carbon/human/user, affecting = "head")
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user.apply_damage(300, BRUTE, affecting)
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@@ -57,7 +57,8 @@
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/obj/item/gun/ballistic/shotgun/proc/pump_unload(mob/M)
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if(chambered)//We have a shell in the chamber
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chambered.forceMove(drop_location())//Eject casing
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chambered.SpinAnimation(5, 1)
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chambered.SpinAnimation(10, 1)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, chambered, 'sound/weapons/bulletremove.ogg', 60, 1), 3)
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chambered = null
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/obj/item/gun/ballistic/shotgun/proc/pump_reload(mob/M)
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@@ -175,7 +175,7 @@
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return(OXYLOSS)
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else
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user.visible_message("<span class='suicide'>[user] is pretending to blow [user.p_their()] brains out with [src]! It looks like [user.p_theyre()] trying to commit suicide!</b></span>")
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playsound(src, "gun_dry_fire", 50, 1)
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playsound(src, "gun_dry_fire", 60, 1)
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return (OXYLOSS)
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BIN
sound/weapons/gun_chamber_round.ogg
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BIN
sound/weapons/gun_chamber_round.ogg
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Binary file not shown.
BIN
sound/weapons/gun_magazine_insert_empty_1.ogg
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BIN
sound/weapons/gun_magazine_insert_empty_1.ogg
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BIN
sound/weapons/gun_magazine_insert_empty_2.ogg
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BIN
sound/weapons/gun_magazine_insert_empty_2.ogg
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BIN
sound/weapons/gun_magazine_insert_empty_3.ogg
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BIN
sound/weapons/gun_magazine_insert_empty_3.ogg
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BIN
sound/weapons/gun_magazine_insert_empty_4.ogg
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BIN
sound/weapons/gun_magazine_insert_empty_4.ogg
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BIN
sound/weapons/gun_magazine_insert_full_1.ogg
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BIN
sound/weapons/gun_magazine_insert_full_1.ogg
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BIN
sound/weapons/gun_magazine_insert_full_2.ogg
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BIN
sound/weapons/gun_magazine_insert_full_2.ogg
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BIN
sound/weapons/gun_magazine_insert_full_3.ogg
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BIN
sound/weapons/gun_magazine_insert_full_3.ogg
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BIN
sound/weapons/gun_magazine_insert_full_4.ogg
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BIN
sound/weapons/gun_magazine_insert_full_4.ogg
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BIN
sound/weapons/gun_magazine_insert_full_5.ogg
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BIN
sound/weapons/gun_magazine_insert_full_5.ogg
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BIN
sound/weapons/gun_magazine_remove_empty_1.ogg
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BIN
sound/weapons/gun_magazine_remove_empty_1.ogg
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BIN
sound/weapons/gun_magazine_remove_empty_2.ogg
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BIN
sound/weapons/gun_magazine_remove_empty_2.ogg
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BIN
sound/weapons/gun_magazine_remove_empty_3.ogg
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BIN
sound/weapons/gun_magazine_remove_empty_3.ogg
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BIN
sound/weapons/gun_magazine_remove_empty_4.ogg
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BIN
sound/weapons/gun_magazine_remove_empty_4.ogg
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BIN
sound/weapons/gun_magazine_remove_full.ogg
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BIN
sound/weapons/gun_magazine_remove_full.ogg
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BIN
sound/weapons/gun_slide_lock_1.ogg
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BIN
sound/weapons/gun_slide_lock_1.ogg
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BIN
sound/weapons/gun_slide_lock_2.ogg
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BIN
sound/weapons/gun_slide_lock_2.ogg
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BIN
sound/weapons/gun_slide_lock_3.ogg
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BIN
sound/weapons/gun_slide_lock_3.ogg
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BIN
sound/weapons/gun_slide_lock_4.ogg
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BIN
sound/weapons/gun_slide_lock_4.ogg
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BIN
sound/weapons/gun_slide_lock_5.ogg
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BIN
sound/weapons/gun_slide_lock_5.ogg
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