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Minor sound changes and clarity. #5088

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Dec 8, 2023
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1 change: 1 addition & 0 deletions code/game/objects/items/storage/backpack.dm
Original file line number Diff line number Diff line change
Expand Up @@ -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
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9 changes: 5 additions & 4 deletions code/game/objects/structures/tables_racks.dm
Original file line number Diff line number Diff line change
Expand Up @@ -276,17 +276,18 @@
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("<B>[user] slams [M]'s face against [src]!</B>"),
SPAN_DANGER("<B>You slam [M]'s face against [src]!</B>"))
playsound(src.loc, 'sound/weapons/tablehit1.ogg', 25, 1)
else
to_chat(user, SPAN_WARNING("You need a better grip to do that!"))
return
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("<B>[user] throws [M] on [src], stunning them!</B>"),
SPAN_DANGER("<B>You throw [M] on [src], stunning them!</B>"))
return

if(HAS_TRAIT(W, TRAIT_TOOL_WRENCH) && !(user.a_intent == INTENT_HELP))
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1 change: 1 addition & 0 deletions code/modules/clothing/shoes/marine_shoes.dm
Original file line number Diff line number Diff line change
Expand Up @@ -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, ...)
. = ..()
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1 change: 1 addition & 0 deletions code/modules/clothing/under/marine_uniform.dm
Original file line number Diff line number Diff line change
Expand Up @@ -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.
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2 changes: 1 addition & 1 deletion code/modules/mob/living/carbon/human/human_attackhand.dm
Original file line number Diff line number Diff line change
Expand Up @@ -175,7 +175,7 @@
else
drop_held_item()
visible_message(SPAN_DANGER("<B>[attacking_mob] has disarmed [src]!</B>"), 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)
Expand Down