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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
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@@ -112,7 +112,7 @@ mob/living/carbon/proc/handle_hallucinations()
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//Strange audio
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//to_chat(src, "Strange Audio")
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switch(rand(1,12))
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if(1) src << 'sound/machines/airlock.ogg'
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if(1) src << 'sound/machines/door/old_airlock.ogg'
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if(2)
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if(prob(50))src << 'sound/effects/Explosion1.ogg'
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else src << 'sound/effects/Explosion2.ogg'
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@@ -121,7 +121,7 @@ mob/living/carbon/proc/handle_hallucinations()
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if(5) src << 'sound/effects/Glassbr2.ogg'
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if(6) src << 'sound/effects/Glassbr3.ogg'
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if(7) src << 'sound/machines/twobeep.ogg'
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if(8) src << 'sound/machines/windowdoor.ogg'
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if(8) src << 'sound/machines/door/windowdoor.ogg'
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if(9)
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//To make it more realistic, I added two gunshots (enough to kill)
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src << 'sound/weapons/Gunshot1.ogg'
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