Adds Toggles to Revert to Legacy Door Sounds and Enable Department Doors

Self-explanatory.

Adds toggle to go back to the old-school SS13 legacy airlock sounds, including the glass windoor airlock sounds, and a toggle to disable the per-department door sounds, which some found jarring/unrealistic.

If Per-Department sounds are disabled, the department doors will use hall1o/c for open/close respectively, following maintainer-requested behavior for these doors.

This also relocates the following sounds to be inside machines/door for more consistency:
- airlock.ogg
- airlockclose.ogg
- airlockforced.ogg
- airlock_creaking.ogg
- boltsup.ogg
- boltsdown.ogg
- blastdoorclose.ogg
- blastdooropen.ogg
- windowdoor.ogg
This commit is contained in:
Rykka
2020-08-29 03:04:34 -04:00
parent 8d79725ae2
commit 9841414da6
22 changed files with 216 additions and 71 deletions
+2 -2
View File
@@ -112,7 +112,7 @@ mob/living/carbon/proc/handle_hallucinations()
//Strange audio
//to_chat(src, "Strange Audio")
switch(rand(1,12))
if(1) src << 'sound/machines/airlock.ogg'
if(1) src << 'sound/machines/door/old_airlock.ogg'
if(2)
if(prob(50))src << 'sound/effects/Explosion1.ogg'
else src << 'sound/effects/Explosion2.ogg'
@@ -121,7 +121,7 @@ mob/living/carbon/proc/handle_hallucinations()
if(5) src << 'sound/effects/Glassbr2.ogg'
if(6) src << 'sound/effects/Glassbr3.ogg'
if(7) src << 'sound/machines/twobeep.ogg'
if(8) src << 'sound/machines/windowdoor.ogg'
if(8) src << 'sound/machines/door/windowdoor.ogg'
if(9)
//To make it more realistic, I added two gunshots (enough to kill)
src << 'sound/weapons/Gunshot1.ogg'