Adds open/close sound to blastdoors and shutters

This commit is contained in:
Jordan Brown
2017-12-27 11:49:49 -05:00
committed by CitadelStationBot
parent a034383e15
commit dbab8bbdab
2 changed files with 45 additions and 0 deletions

View File

@@ -8,6 +8,7 @@
explosion_block = 3
heat_proof = TRUE
safe = FALSE
<<<<<<< HEAD
max_integrity = 600
armor = list(melee = 50, bullet = 100, laser = 100, energy = 100, bomb = 50, bio = 100, rad = 100, fire = 100, acid = 70)
resistance_flags = FIRE_PROOF
@@ -15,6 +16,15 @@
/obj/machinery/door/poddoor/preopen
icon_state = "open"
=======
max_integrity = 600
armor = list(melee = 50, bullet = 100, laser = 100, energy = 100, bomb = 50, bio = 100, rad = 100, fire = 100, acid = 70)
resistance_flags = FIRE_PROOF
damage_deflection = 70
/obj/machinery/door/poddoor/preopen
icon_state = "open"
>>>>>>> 97881b6... Merge pull request #33858 from nero1024/blastdoor-sound
density = FALSE
opacity = 0
@@ -34,6 +44,7 @@
INVOKE_ASYNC(src, .proc/close)
/obj/machinery/door/poddoor/CollidedWith(atom/movable/AM)
<<<<<<< HEAD
if(density)
return 0
else
@@ -64,3 +75,37 @@
/obj/machinery/door/poddoor/try_to_crowbar(obj/item/I, mob/user)
if(stat & NOPOWER)
open(1)
=======
if(density)
return 0
else
return ..()
//"BLAST" doors are obviously stronger than regular doors when it comes to BLASTS.
/obj/machinery/door/poddoor/ex_act(severity, target)
if(severity == 3)
return
..()
/obj/machinery/door/poddoor/do_animate(animation)
switch(animation)
if("opening")
flick("opening", src)
playsound(src, 'sound/machines/blastdoor.ogg', 30, 1)
if("closing")
flick("closing", src)
playsound(src, 'sound/machines/blastdoor.ogg', 30, 1)
/obj/machinery/door/poddoor/update_icon()
if(density)
icon_state = "closed"
else
icon_state = "open"
/obj/machinery/door/poddoor/try_to_activate_door(mob/user)
return
/obj/machinery/door/poddoor/try_to_crowbar(obj/item/I, mob/user)
if(stat & NOPOWER)
open(1)
>>>>>>> 97881b6... Merge pull request #33858 from nero1024/blastdoor-sound

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