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Tweaking foley for some material dropped sounds.
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3 files changed

+11
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3 files changed

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code/modules/materials/definitions/liquids/_mat_liquid.dm

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@@ -7,6 +7,9 @@
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latent_heat = 2258
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abstract_type = /decl/material/liquid
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accelerant_value = FUEL_VALUE_SUPPRESSANT // Abstract way of dousing fires with fluid; realistically it should deprive them of oxidizer but heigh ho
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// Assume if we're dealing with stacks, then it's solid (like ice)
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sound_manipulate = 'sound/foley/rockscrape.ogg'
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sound_dropped = 'sound/foley/rockscrape.ogg'
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/decl/material/liquid/Initialize()
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if(!gas_name)

code/modules/materials/definitions/solids/materials_solid_ice.dm

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dug_drop_type = /obj/item/stack/material/ore/handful
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default_solid_form = /obj/item/stack/material/lump/large
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can_backfill_floor_type = /decl/flooring/snow
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sound_manipulate = 'sound/foley/paperpickup2.ogg'
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sound_dropped = 'sound/foley/paperpickup1.ogg'
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/decl/material/solid/ice/snow/handle_stain_dry(obj/effect/decal/cleanable/blood/stain)
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var/ambient_temperature = stain.get_ambient_temperature()

code/modules/materials/definitions/solids/materials_solid_mineral.dm

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dug_drop_type = /obj/item/stack/material/ore/handful
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default_solid_form = /obj/item/stack/material/ore/handful
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can_backfill_floor_type = /decl/flooring/sand
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sound_manipulate = 'sound/foley/paperpickup2.ogg'
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sound_dropped = 'sound/foley/paperpickup1.ogg'
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/decl/material/solid/clay
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name = "clay"
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can_backfill_floor_type = /decl/flooring/clay
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gemstone_chance = 0.01
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gemstone_types = list(/decl/material/solid/gemstone/sapphire = 1)
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sound_manipulate = 'sound/foley/paperpickup2.ogg'
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sound_dropped = 'sound/foley/paperpickup1.ogg'
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/decl/material/solid/soil
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name = "soil"
@@ -281,6 +285,8 @@
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)
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solution_name = "mud"
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coated_adjective = "muddy"
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sound_manipulate = 'sound/foley/paperpickup2.ogg'
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sound_dropped = 'sound/foley/paperpickup1.ogg'
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// todo: make mud either its own material or a mix of dirt and water
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// or let dirt be in the liquid volumes list for mud?

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