Actually we don't have looping sounds
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@@ -27,16 +27,6 @@ GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding ne
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use_power = NO_POWER_USE
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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var/sprite_number = 0
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///Audio for when the gravgen is on
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var/datum/looping_sound/gravgen/soundloop
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/obj/machinery/gravity_generator/main/Initialize()
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. = ..()
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soundloop = new(list(src), TRUE)
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/obj/machinery/gravity_generator/main/Destroy()
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. = ..()
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QDEL_NULL(soundloop)
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/obj/machinery/gravity_generator/safe_throw_at(atom/target, range, speed, mob/thrower, spin = TRUE, diagonals_first = FALSE, datum/callback/callback, force = MOVE_FORCE_STRONG, gentle = FALSE)
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return FALSE
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@@ -76,7 +66,6 @@ GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding ne
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if(main_part)
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qdel(main_part)
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set_broken()
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QDEL_NULL(soundloop)
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return ..()
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//
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@@ -299,13 +288,11 @@ GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding ne
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var/alert = FALSE
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if(SSticker.IsRoundInProgress())
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if(on) // If we turned on and the game is live.
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soundloop.start()
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if(gravity_in_level() == FALSE)
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alert = TRUE
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investigate_log("was brought online and is now producing gravity for this level.", INVESTIGATE_GRAVITY)
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message_admins("The gravity generator was brought online [ADMIN_VERBOSEJMP(src)]")
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else
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soundloop.stop()
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if(gravity_in_level() == TRUE)
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alert = TRUE
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investigate_log("was brought offline and there is now no gravity for this level.", INVESTIGATE_GRAVITY)
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