Unmodularizing 2/3 of the sounds folder.
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@@ -29,7 +29,7 @@
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if(!wearer)
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return //idfk
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new/obj/effect/temp_visual/souldeath(wearer.loc, wearer)
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playsound(wearer, 'modular_citadel/sound/misc/souldeath.ogg', 100, FALSE)
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playsound(wearer, 'sound/misc/souldeath.ogg', 100, FALSE)
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/datum/component/souldeath/neck
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equip_slot = SLOT_NECK
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@@ -27,7 +27,7 @@
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if(istype(user) && combatmodestate && world.time >= nextadrenalinepop)
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nextadrenalinepop = world.time + 5 MINUTES
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user.reagents.add_reagent("syndicateadrenals", 5)
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user.playsound_local(user, 'modular_citadel/sound/misc/adrenalinject.ogg', 100, 0, pressure_affected = FALSE)
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user.playsound_local(user, 'sound/misc/adrenalinject.ogg', 100, 0, pressure_affected = FALSE)
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/obj/item/clothing/glasses/phantomthief/syndicate/equipped(mob/user, slot)
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. = ..()
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@@ -15,7 +15,7 @@
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/datum/action/item_action/zanderlocket/Trigger()
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new/obj/effect/temp_visual/souldeath(owner.loc, owner)
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playsound(owner, 'modular_citadel/sound/misc/souldeath.ogg', 100, FALSE)
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playsound(owner, 'sound/misc/souldeath.ogg', 100, FALSE)
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/obj/item/clothing/neck/undertale/Initialize()
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@@ -29,9 +29,9 @@
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if(voremode)
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toggle_vore_mode()
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if(combatmode)
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playsound_local(src, 'modular_citadel/sound/misc/ui_toggle.ogg', 50, FALSE, pressure_affected = FALSE) //Sound from interbay!
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playsound_local(src, 'sound/misc/ui_toggle.ogg', 50, FALSE, pressure_affected = FALSE) //Sound from interbay!
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else
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playsound_local(src, 'modular_citadel/sound/misc/ui_toggleoff.ogg', 50, FALSE, pressure_affected = FALSE) //Slightly modified version of the above!
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playsound_local(src, 'sound/misc/ui_toggleoff.ogg', 50, FALSE, pressure_affected = FALSE) //Slightly modified version of the above!
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if(client)
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client.show_popup_menus = !combatmode // So we can right-click for alternate actions and all that other good shit. Also moves examine to shift+rightclick to make it possible to attack while sprinting
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if(hud_used && hud_used.static_inventory)
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@@ -24,9 +24,9 @@
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sprinting = !sprinting
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if(!resting && m_intent == MOVE_INTENT_RUN && canmove)
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if(sprinting)
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playsound_local(src, 'modular_citadel/sound/misc/sprintactivate.ogg', 50, FALSE, pressure_affected = FALSE)
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playsound_local(src, 'sound/misc/sprintactivate.ogg', 50, FALSE, pressure_affected = FALSE)
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else
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playsound_local(src, 'modular_citadel/sound/misc/sprintdeactivate.ogg', 50, FALSE, pressure_affected = FALSE)
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playsound_local(src, 'sound/misc/sprintdeactivate.ogg', 50, FALSE, pressure_affected = FALSE)
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if(hud_used && hud_used.static_inventory)
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for(var/obj/screen/sprintbutton/selector in hud_used.static_inventory)
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selector.insert_witty_toggle_joke_here(src)
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@@ -75,9 +75,9 @@
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/obj/item/gun/energy/pumpaction/proc/pump(mob/M) //pumping proc. Checks if the gun is empty and plays a different sound if it is.
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var/obj/item/ammo_casing/energy/shot = ammo_type[select]
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if(cell.charge < shot.e_cost)
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playsound(M, 'modular_citadel/sound/weapons/laserPumpEmpty.ogg', 100, 1) //Ends with three beeps made from highly processed knife honing noises
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playsound(M, 'sound/weapons/laserPumpEmpty.ogg', 100, 1) //Ends with three beeps made from highly processed knife honing noises
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else
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playsound(M, 'modular_citadel/sound/weapons/laserPump.ogg', 100, 1) //Ends with high pitched charging noise
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playsound(M, 'sound/weapons/laserPump.ogg', 100, 1) //Ends with high pitched charging noise
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recharge_newshot() //try to charge a new shot
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update_icon()
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return 1
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@@ -152,14 +152,14 @@
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e_cost = 150
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pellets = 4
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variance = 30
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fire_sound = 'modular_citadel/sound/weapons/ParticleBlaster.ogg'
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fire_sound = 'sound/weapons/ParticleBlaster.ogg'
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select_name = "disable"
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/obj/item/ammo_casing/energy/disabler/slug
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projectile_type = /obj/item/projectile/beam/disabler/slug
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select_name = "overdrive"
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e_cost = 200
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fire_sound = 'modular_citadel/sound/weapons/LaserSlugv3.ogg'
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fire_sound = 'sound/weapons/LaserSlugv3.ogg'
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/obj/item/ammo_casing/energy/laser/pump
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projectile_type = /obj/item/projectile/beam/weak
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@@ -167,12 +167,12 @@
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select_name = "kill"
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pellets = 3
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variance = 15
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fire_sound = 'modular_citadel/sound/weapons/ParticleBlaster.ogg'
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fire_sound = 'sound/weapons/ParticleBlaster.ogg'
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/obj/item/ammo_casing/energy/electrode/pump
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projectile_type = /obj/item/projectile/energy/electrode/pump
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select_name = "stun"
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fire_sound = 'modular_citadel/sound/weapons/LaserSlugv3.ogg'
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fire_sound = 'sound/weapons/LaserSlugv3.ogg'
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e_cost = 300
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pellets = 3
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variance = 20
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@@ -39,7 +39,7 @@
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projectile_type = /obj/item/projectile/beam/lasertag/wavemotion
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select_name = "overdrive"
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e_cost = 300
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fire_sound = 'modular_citadel/sound/weapons/LaserSlugv3.ogg'
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fire_sound = 'sound/weapons/LaserSlugv3.ogg'
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/obj/item/ammo_casing/energy/laser/dispersal
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projectile_type = /obj/item/projectile/beam/lasertag/dispersal
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@@ -47,7 +47,7 @@
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pellets = 5
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variance = 25
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e_cost = 200
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fire_sound = 'modular_citadel/sound/weapons/ParticleBlaster.ogg'
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fire_sound = 'sound/weapons/ParticleBlaster.ogg'
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//TOY REVOLVER
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