diff --git a/code/game/objects/items/storage/backpack.dm b/code/game/objects/items/storage/backpack.dm index 5b77b9149a53..412dcf164cd4 100644 --- a/code/game/objects/items/storage/backpack.dm +++ b/code/game/objects/items/storage/backpack.dm @@ -17,6 +17,7 @@ /obj/item/storage/firstaid = list(SKILL_MEDICAL, SKILL_MEDICAL_MEDIC), /obj/item/storage/toolkit = list(SKILL_ENGINEER, SKILL_ENGINEER_ENGI), ) + drop_sound = "armorequip" var/worn_accessible = FALSE //whether you can access its content while worn on the back var/obj/item/card/id/locking_id = null var/is_id_lockable = FALSE diff --git a/code/game/objects/structures/tables_racks.dm b/code/game/objects/structures/tables_racks.dm index df6bb5c69ecc..736427606683 100644 --- a/code/game/objects/structures/tables_racks.dm +++ b/code/game/objects/structures/tables_racks.dm @@ -276,8 +276,8 @@ if(user.grab_level > GRAB_AGGRESSIVE) if (prob(15)) M.apply_effect(5, WEAKEN) M.apply_damage(8, def_zone = "head") - user.visible_message(SPAN_DANGER("[user] slams [M]'s face against [src]!"), - SPAN_DANGER("You slam [M]'s face against [src]!")) + user.visible_message(SPAN_DANGER("[user] slams [M]'s face against [src]!"), + SPAN_DANGER("You slam [M]'s face against [src]!")) playsound(src.loc, 'sound/weapons/tablehit1.ogg', 25, 1) else to_chat(user, SPAN_WARNING("You need a better grip to do that!")) @@ -285,8 +285,9 @@ else if(user.grab_level >= GRAB_AGGRESSIVE) M.forceMove(loc) M.apply_effect(5, WEAKEN) - user.visible_message(SPAN_DANGER("[user] throws [M] on [src]."), - SPAN_DANGER("You throw [M] on [src].")) + playsound(loc, 'sound/weapons/thudswoosh.ogg', 25, 1, 7) + user.visible_message(SPAN_DANGER("[user] throws [M] on [src], stunning them!"), + SPAN_DANGER("You throw [M] on [src], stunning them!")) return if(HAS_TRAIT(W, TRAIT_TOOL_WRENCH) && !(user.a_intent == INTENT_HELP)) diff --git a/code/modules/clothing/shoes/marine_shoes.dm b/code/modules/clothing/shoes/marine_shoes.dm index edd988090d64..c7eb4ba53982 100644 --- a/code/modules/clothing/shoes/marine_shoes.dm +++ b/code/modules/clothing/shoes/marine_shoes.dm @@ -21,6 +21,7 @@ var/armor_stage = 0 items_allowed = list(/obj/item/attachable/bayonet, /obj/item/weapon/throwing_knife, /obj/item/weapon/gun/pistol/holdout, /obj/item/weapon/gun/pistol/clfpistol, /obj/item/tool/screwdriver, /obj/item/tool/surgery/scalpel, /obj/item/weapon/straight_razor) var/knife_type + drop_sound = "armorequip" /obj/item/clothing/shoes/marine/Initialize(mapload, ...) . = ..() diff --git a/code/modules/clothing/under/marine_uniform.dm b/code/modules/clothing/under/marine_uniform.dm index a950b4de3d94..6e92d0bd1343 100644 --- a/code/modules/clothing/under/marine_uniform.dm +++ b/code/modules/clothing/under/marine_uniform.dm @@ -17,6 +17,7 @@ armor_rad = CLOTHING_ARMOR_NONE armor_internaldamage = CLOTHING_ARMOR_LOW flags_jumpsuit = UNIFORM_SLEEVE_ROLLABLE + drop_sound = "armorequip" ///Makes it so that we can see the right name in the vendor. var/specialty = "USCM" ///List of map variants that use sleeve rolling on something else, like snow uniforms rolling the collar, and therefore shouldn't hide patches etc when rolled. diff --git a/code/modules/mob/living/carbon/human/human_attackhand.dm b/code/modules/mob/living/carbon/human/human_attackhand.dm index 354d9c759f23..dfbc2c971a8c 100644 --- a/code/modules/mob/living/carbon/human/human_attackhand.dm +++ b/code/modules/mob/living/carbon/human/human_attackhand.dm @@ -175,7 +175,7 @@ else drop_held_item() visible_message(SPAN_DANGER("[attacking_mob] has disarmed [src]!"), null, null, 5) - playsound(loc, 'sound/weapons/thudswoosh.ogg', 25, 1, 7) + playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, 7) return playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, 7)