Breach sounds

This commit is contained in:
Anuken 2025-12-09 15:14:31 -05:00
parent e77a1e2f2a
commit c5656278ad
5 changed files with 4 additions and 1 deletions

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@ -4374,6 +4374,7 @@ public class Blocks{
rangeChange = 7f*8f;
buildingDamageMultiplier = 0.3f;
trailRotation = true;
shootSound = Sounds.shootBreachCarbide;
fragBullets = 3;
fragRandomSpread = 0f;

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@ -79,6 +79,8 @@ public class BulletType extends Content implements Cloneable{
public Effect chargeEffect = Fx.none;
/** Extra smoke effect created when shooting. */
public Effect smokeEffect = Fx.shootSmallSmoke;
/** Overrides the shoot sound in turrets if set. Does nothing in units, as they can't have multiple ammo types. */
public Sound shootSound = Sounds.none;
/** Sound made when hitting something or getting removed.*/
public Sound hitSound = Sounds.none;
/** Sound made when hitting something or getting removed.*/

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@ -747,7 +747,7 @@ public class Turret extends ReloadTurret{
(shootEffect == null ? type.shootEffect : shootEffect).at(bulletX, bulletY, rotation + angleOffset, type.hitColor);
(smokeEffect == null ? type.smokeEffect : smokeEffect).at(bulletX, bulletY, rotation + angleOffset, type.hitColor);
shootSound.at(bulletX, bulletY, Mathf.random(soundPitchMin, soundPitchMax), shootSoundVolume);
(type.shootSound != Sounds.none ? type.shootSound : shootSound).at(bulletX, bulletY, Mathf.random(soundPitchMin, soundPitchMax), shootSoundVolume);
ammoUseEffect.at(
x - Angles.trnsx(rotation, ammoEjectBack),