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3 changes: 3 additions & 0 deletions code/datums/elements/footstep.dm
Original file line number Diff line number Diff line change
Expand Up @@ -197,6 +197,9 @@
volume_multiplier = 0.6
range_adjustment = -2

if(HAS_TRAIT(source, TRAIT_OBFUSCATED)) //Cancels footstep noise
return
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// list returned by playsound() filled by client mobs who heard the footstep. given to play_fov_effect()
var/list/heard_clients
var/picked_sound = pick(footstep_sounds[1])
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2 changes: 1 addition & 1 deletion code/datums/elements/squish_sound.dm
Original file line number Diff line number Diff line change
Expand Up @@ -22,6 +22,6 @@
playsound(
source = source,
soundin = sound_to_play,
vol = HAS_TRAIT(crossed, TRAIT_LIGHT_STEP) ? 20 : 50,
vol = (HAS_TRAIT(crossed, TRAIT_LIGHT_STEP) || HAS_TRAIT(crossed, TRAIT_OBFUSCATED)) ? 20 : 50,
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vary = TRUE,
)
2 changes: 1 addition & 1 deletion code/game/objects/items/stacks/sheets/glass.dm
Original file line number Diff line number Diff line change
Expand Up @@ -426,7 +426,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
if(isliving(AM))
var/mob/living/L = AM
if(!(L.movement_type & MOVETYPES_NOT_TOUCHING_GROUND) || L.buckled)
playsound(src, 'sound/effects/footstep/glass_step.ogg', HAS_TRAIT(L, TRAIT_LIGHT_STEP) ? 30 : 50, TRUE)
playsound(src, 'sound/effects/footstep/glass_step.ogg', (HAS_TRAIT(L, TRAIT_LIGHT_STEP) || HAS_TRAIT(L, TRAIT_OBFUSCATED)) ? 30 : 50, TRUE)
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/obj/item/shard/plasma
name = "purple shard"
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2 changes: 1 addition & 1 deletion code/modules/power/lighting/light_items.dm
Original file line number Diff line number Diff line change
Expand Up @@ -123,7 +123,7 @@
return
var/mob/living/moving_mob = moving_atom
if(!(moving_mob.movement_type & MOVETYPES_NOT_TOUCHING_GROUND) || moving_mob.buckled)
playsound(src, 'sound/effects/footstep/glass_step.ogg', HAS_TRAIT(moving_mob, TRAIT_LIGHT_STEP) ? 30 : 50, TRUE)
playsound(src, 'sound/effects/footstep/glass_step.ogg', (HAS_TRAIT(moving_mob, TRAIT_LIGHT_STEP) || HAS_TRAIT(moving_mob, TRAIT_OBFUSCATED)) ? 30 : 50, TRUE)
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if(status == LIGHT_BURNED || status == LIGHT_OK)
shatter(moving_mob)

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