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playsound vary boolean define conversion (#46254)
About The Pull Request Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage. Also changes a couple of places where a list was picked from instead of using get_sfx internal calls This was done via regex: (playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1 (playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0 full sed commands: /(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE /(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE I'm not very good with regex and these could probably be optimized, but they worked. Why It's Good For The Game Code usability
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@@ -53,7 +53,7 @@
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gear_fugitive_leader(leader, landing_turf, backstory)
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//after spawning
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playsound(src, 'sound/weapons/emitter.ogg', 50, 1)
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playsound(src, 'sound/weapons/emitter.ogg', 50, TRUE)
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new /obj/item/storage/toolbox/mechanical(landing_turf) //so they can actually escape maint
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addtimer(CALLBACK(src, .proc/spawn_hunters), 10 MINUTES)
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role_name = "fugitive hunter"
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@@ -28,7 +28,7 @@
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other_half.cracked = 1
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other_half.icon_state = "cracker2"
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target.put_in_active_hand(other_half)
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playsound(user, 'sound/effects/snap.ogg', 50, 1)
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playsound(user, 'sound/effects/snap.ogg', 50, TRUE)
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return 1
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return ..()
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@@ -111,7 +111,7 @@ In my current plan for it, 'solid' will be defined as anything with density == 1
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/obj/effect/immovablerod/Bump(atom/clong)
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if(prob(10))
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playsound(src, 'sound/effects/bang.ogg', 50, 1)
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playsound(src, 'sound/effects/bang.ogg', 50, TRUE)
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audible_message("<span class='danger'>You hear a CLANG!</span>")
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if(clong && prob(25))
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@@ -149,7 +149,7 @@ In my current plan for it, 'solid' will be defined as anything with density == 1
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if(ishuman(user))
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var/mob/living/carbon/human/U = user
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if(U.job in list("Research Director"))
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playsound(src, 'sound/effects/meteorimpact.ogg', 100, 1)
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playsound(src, 'sound/effects/meteorimpact.ogg', 100, TRUE)
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for(var/mob/M in urange(8, src))
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if(!M.stat)
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shake_camera(M, 2, 3)
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@@ -164,4 +164,4 @@ In my current plan for it, 'solid' will be defined as anything with density == 1
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U.visible_message("<span class='boldwarning'>[U] suplexes [src] into the ground!</span>", "<span class='warning'>You suplex [src] into the ground!</span>")
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new /obj/structure/festivus/anchored(drop_location())
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new /obj/effect/anomaly/flux(drop_location())
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qdel(src)
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qdel(src)
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@@ -36,7 +36,7 @@
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player_mind.special_role = "Nightmare"
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player_mind.add_antag_datum(/datum/antagonist/nightmare)
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S.set_species(/datum/species/shadow/nightmare)
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playsound(S, 'sound/magic/ethereal_exit.ogg', 50, 1, -1)
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playsound(S, 'sound/magic/ethereal_exit.ogg', 50, TRUE, -1)
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message_admins("[ADMIN_LOOKUPFLW(S)] has been made into a Nightmare by an event.")
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log_game("[key_name(S)] was spawned as a Nightmare by an event.")
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spawned_mobs += S
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@@ -97,7 +97,7 @@
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return
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T = get_step(T, SOUTHWEST) //align center of image with turf
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flick_overlay_static(storm, T, 15)
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playsound(T, 'sound/magic/lightningbolt.ogg', rand(80, 100), 1)
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playsound(T, 'sound/magic/lightningbolt.ogg', rand(80, 100), TRUE)
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/datum/round_event/portal_storm/proc/spawn_hostile()
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if(!hostile_types || !hostile_types.len)
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@@ -36,7 +36,7 @@
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player_mind.assigned_role = "Space Dragon"
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player_mind.special_role = "Space Dragon"
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player_mind.add_antag_datum(/datum/antagonist/space_dragon)
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playsound(S, 'sound/magic/ethereal_exit.ogg', 50, 1, -1)
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playsound(S, 'sound/magic/ethereal_exit.ogg', 50, TRUE, -1)
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message_admins("[ADMIN_LOOKUPFLW(S)] has been made into a Space Dragon by an event.")
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log_game("[key_name(S)] was spawned as a Space Dragon by an event.")
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spawned_mobs += S
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@@ -344,11 +344,11 @@
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switch(damage_type)
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if(BRUTE)
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if(damage_amount)
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playsound(src, 'sound/weapons/slash.ogg', 50, 1)
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playsound(src, 'sound/weapons/slash.ogg', 50, TRUE)
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else
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playsound(src, 'sound/weapons/tap.ogg', 50, 1)
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playsound(src, 'sound/weapons/tap.ogg', 50, TRUE)
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if(BURN)
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playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
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playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE)
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/obj/structure/spacevine/Crossed(mob/crosser)
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if(isliving(crosser))
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