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Adds footsteps (#39389)
Walking instead of running will reduce the noise, making it now more useful to gameplay. Plating and wood makes a lot of noise, floor and carpet are quieter. Range and volume may need to be balanced later on. Oh, I reorganized some sound files too - the ones beepsky and medbot uses.
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39
code/datums/components/footstep.dm
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39
code/datums/components/footstep.dm
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@@ -0,0 +1,39 @@
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/datum/component/footstep
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var/steps = 0
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var/volume
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var/e_range
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/datum/component/footstep/Initialize(volume_ = 0.5, e_range_ = -1)
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if(!isliving(parent))
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return COMPONENT_INCOMPATIBLE
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volume = volume_
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e_range = e_range_
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RegisterSignal(parent, list(COMSIG_MOVABLE_MOVED), .proc/play_footstep)
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/datum/component/footstep/proc/play_footstep()
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var/turf/open/T = get_turf(parent)
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if(!istype(T))
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return
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var/mob/living/LM = parent
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var/v = volume
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var/e = e_range
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if(!T.footstep || LM.lying || !LM.canmove || LM.resting || LM.buckled || LM.throwing)
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return
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if(iscarbon(LM))
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var/mob/living/carbon/C = LM
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if(!C.get_bodypart(BODY_ZONE_L_LEG) && !C.get_bodypart(BODY_ZONE_R_LEG))
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return
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if(ishuman(C) && C.m_intent == MOVE_INTENT_WALK)
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v /= 2
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e -= 5
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steps++
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if(steps >= 6)
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steps = 0
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if(steps % 2)
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return
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if(!LM.has_gravity(T) && steps != 0) // don't need to step as often when you hop around
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return
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playsound(T, pick(GLOB.footstep[T.footstep][1]),
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GLOB.footstep[T.footstep][2] * v,
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TRUE,
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GLOB.footstep[T.footstep][3] + e)
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