sounds and cool stuff

This commit is contained in:
Zth--
2016-01-29 01:25:35 -06:00
parent a764855d41
commit 2a597fea19
19 changed files with 65 additions and 3 deletions

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@@ -269,7 +269,7 @@
var/obj/item/projectile/beam/LE = getFromPool(/obj/item/projectile/beam, loc)
LE.icon = 'icons/effects/genetics.dmi'
LE.icon_state = "eyelasers"
playsound(usr.loc, 'sound/weapons/taser2.ogg', 75, 1)
playsound(usr.loc, 'sound/weapons/laser2.ogg', 75, 1)
LE.firer = src
LE.def_zone = get_organ_target()

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@@ -53,6 +53,7 @@ var/list/obj/machinery/requests_console/allConsoles = list()
var/message = "";
var/dpt = ""; //the department which will be receiving the message
var/priority = -1 ; //Priority of the message being sent
var/announceSound = 'sound/vox/bloop.wav'
luminosity = 0
/obj/machinery/requests_console/power_change()
@@ -274,6 +275,7 @@ var/list/obj/machinery/requests_console/allConsoles = list()
for(var/mob/M in player_list)
if(!istype(M,/mob/new_player) && M.client)
to_chat(M, "<b><font size = 3><font color = red>[department] announcement:</font color> [message]</font size></b>")
M << sound(announceSound)
announceAuth = 0
message = ""
screen = 0

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@@ -15,6 +15,9 @@
action_button_name = "Toggle Light"
var/on = 0
var/brightness_on = 4 //luminosity when on
var/has_sound = 1 //The CLICK sound when turning on/off
var/sound_on = 'sound/items/flashlight_on.ogg'
var/sound_off = 'sound/items/flashlight_off.ogg'
/obj/item/device/flashlight/initialize()
..()
@@ -29,9 +32,13 @@
if(on)
icon_state = "[initial(icon_state)]-on"
set_light(brightness_on)
if(has_sound)
playsound(get_turf(src), sound_on, 50, 1)
else
icon_state = initial(icon_state)
set_light(0)
if(has_sound)
playsound(get_turf(src), sound_off, 50, 1)
/obj/item/device/flashlight/attack_self(mob/user)
if(!isturf(user.loc))
@@ -95,6 +102,7 @@
flags = FPRINT
siemens_coefficient = 1
brightness_on = 2
has_sound = 0
// the desk lamps are a bit special
@@ -141,6 +149,8 @@
icon_state = "flare"
item_state = "flare"
action_button_name = null //just pull it manually, neckbeard.
sound_on = "sound/items/flare_on.ogg"
sound_off = ""
var/fuel = 0
var/on_damage = 7
var/produce_heat = 1500
@@ -215,6 +225,7 @@
light_color = LIGHT_COLOR_SLIME_LAMP
on = 0
luminosity = 2
has_sound = 0
var/brightness_max = 6
var/brightness_min = 2

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@@ -65,7 +65,7 @@
"<span class='notice'>[M] unbuckled \himself!</span>",\
"You unbuckle yourself from \the [src].",\
"You hear metal clanking.")
playsound(get_turf(src), 'sound/misc/buckle_unclick.ogg', 50, 1)
unlock_atom(M)
add_fingerprint(user)
@@ -97,6 +97,7 @@
"You are buckled in to [src] by [user.name].",\
"You hear metal clanking.")
playsound(get_turf(src), 'sound/misc/buckle_click.ogg', 50, 1)
add_fingerprint(user)
lock_atom(M)

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@@ -143,6 +143,8 @@
//if(src.stunned < shock_damage) src.stunned = shock_damage
jitteriness += 20 //Shake that body, friend
Stun(10) // this should work for now, more is really silly and makes you lay there forever
//if(src.weakened < 20*siemens_coeff) src.weakened = 20*siemens_coeff

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@@ -917,9 +917,15 @@ Thanks.
//putting out a fire
if(CM.on_fire && CM.canmove)
CM.fire_stacks -= 5
CM.weakened = 5
CM.SetWeakened(3)
playsound(CM.loc, 'sound/effects/bodyfall.ogg', 50, 1)
CM.visible_message("<span class='danger'>[CM] rolls on the floor, trying to put themselves out!</span>",
"<span class='warning'>You stop, drop, and roll!</span>")
for(var/i = 1 to rand(8,12))
CM.dir = turn(CM.dir, pick(-90, 90))
sleep(2)
if(fire_stacks <= 0)
CM.visible_message("<span class='danger'>[CM] has successfully extinguished themselves!</span>",
"<span class='notice'>You extinguish yourself.</span>")

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@@ -55,6 +55,8 @@ var/list/impact_master = list()
var/agony = 0
var/jittery = 0
hitsound = 'sound/weapons/taserhit.ogg'
var/destroy = 0 //if set to 1, will destroy wall, tables and racks on impact (or at least, has a chance to)
var/reflected = 0
@@ -109,6 +111,7 @@ var/list/impact_master = list()
L.apply_effects(stun, weaken, paralyze, irradiate, stutter, eyeblur, drowsy, agony, blocked) // add in AGONY!
if(jittery)
L.Jitter(jittery)
playsound(loc, hitsound, 35, 1)
return 1
/obj/item/projectile/proc/check_fire(var/mob/living/target as mob, var/mob/living/user as mob) //Checks if you can hit them or not.

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@@ -14,6 +14,7 @@
stun = 10
weaken = 10
stutter = 10
hitsound = 'sound/weapons/taserhit.ogg'
/*VG EDIT
agony = 40
damage_type = HALLOSS

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@@ -0,0 +1,36 @@
################################
# Example Changelog File
#
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
#
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
# When it is, any changes listed below will disappear.
#
# Valid Prefixes:
# bugfix
# wip (For works in progress)
# tweak
# soundadd
# sounddel
# rscdel (general deleting of nice things)
# rscadd (general adding of nice things)
# imageadd
# imagedel
# spellcheck (typo fixes)
# experiment
# tgs (TG-ported fixes?)
#################################
# Your name.
author: Zth
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
delete-after: True
# Any changes you've made. See valid prefix list above.
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
# SCREW THIS UP AND IT WON'T WORK.
# Also, this gets changed to [] after reading. Just remove the brackets when you add new shit.
changes:
- soundadd: Six sounds added.
- rscadd: Resisting fires now makes you roll on the floor.

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sound/effects/bodyfall.ogg Normal file

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sound/items/flare_on.ogg Normal file

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sound/misc/buckle_click.ogg Normal file

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sound/weapons/taserhit.ogg Normal file

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