Sounds played with sound_to_playing_players are less tinny

This commit is contained in:
CitadelStationBot
2017-08-06 18:02:47 -05:00
parent 521c149627
commit d071a78888
2 changed files with 3 additions and 3 deletions

View File

@@ -85,7 +85,7 @@
for(var/M in GLOB.player_list)
if(ismob(M) && !isnewplayer(M))
var/mob/MO = M
MO.playsound_local(get_turf(MO), sound, volume, vary, pressure_affected = FALSE)
MO.playsound_local(MO, sound, volume, vary, pressure_affected = FALSE)
/proc/open_sound_channel()
var/static/next_channel = 1 //loop through the available 1024 - (the ones we reserve) channels and pray that its not still being used

View File

@@ -517,14 +517,14 @@
return
SSblackbox.add_details("admin_secrets_fun_used","There Can Be Only One")
usr.client.only_one()
send_to_playing_players('sound/misc/highlander.ogg')
sound_to_playing_players('sound/misc/highlander.ogg')
if("delayed_onlyone")
if(!check_rights(R_FUN))
return
SSblackbox.add_details("admin_secrets_fun_used","There Can Be Only One")
usr.client.only_one_delayed()
send_to_playing_players('sound/misc/highlander_delayed.ogg')
sound_to_playing_players('sound/misc/highlander_delayed.ogg')
if("onlyme")
if(!check_rights(R_FUN))