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https://github.com/curioustorvald/Terrarum.git
synced 2026-03-08 04:41:51 +09:00
foley for wooden doors
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assets/mods/basegame/audio/effects/door/wooden_close.1.ogg
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assets/mods/basegame/audio/effects/door/wooden_close.1.ogg
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assets/mods/basegame/audio/effects/door/wooden_close.2.ogg
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assets/mods/basegame/audio/effects/door/wooden_close.2.ogg
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assets/mods/basegame/audio/effects/door/wooden_close.3.ogg
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assets/mods/basegame/audio/effects/door/wooden_close.3.ogg
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assets/mods/basegame/audio/effects/door/wooden_open.1.ogg
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assets/mods/basegame/audio/effects/door/wooden_open.1.ogg
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assets/mods/basegame/audio/effects/door/wooden_open.2.ogg
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assets/mods/basegame/audio/effects/door/wooden_open.2.ogg
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assets/mods/basegame/audio/effects/door/wooden_open.3.ogg
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assets/mods/basegame/audio/effects/door/wooden_open.3.ogg
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@@ -285,13 +285,15 @@ Sound from <https://www.freesound.org/people/klankbeeld>
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$BULLET Footstep sound recordings:
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$BULLET Foleys:
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- GRSS_01..06.ogg
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- GRVL_01..07.ogg
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- ROCK_01..09.ogg
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- SAND_01..04.ogg
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- WOOD_01..03.ogg
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- steps/GRSS.*.ogg
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- steps/GRVL.*.ogg
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- steps/ROCK.*.ogg
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- steps/SAND.*.ogg
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- steps/WOOD.*.ogg
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- door/wooden_open.*.ogg
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- door/wooden_close.*.ogg
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Copyright (C) 2020, 2021, 2022 Nox Sound
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Sound from <https://freesound.org/people/Nox_Sound>
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@@ -35,6 +35,8 @@ open class FixtureSwingingDoorBase : FixtureBase {
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var doorOpenedHoldLength: Second = 0.25f
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var nameKey = "DOOR_BASE" // goes into the savegame
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var nameKeyReadFromLang = true // goes into the savegame
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var audioIdForOpening = "effects.door.wooden_open"
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var audioIdForClosing = "effects.door.wooden_close"
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/* END OF CUTOMISABLE PARAMETERS */
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private var tilewiseHitboxWidth = tw * 2 - twClosed
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@@ -164,35 +166,38 @@ open class FixtureSwingingDoorBase : FixtureBase {
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shadeBoxList[0].light = Cvec(0)
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}
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open protected fun closeDoor(doorHandler: Int) {
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protected open fun closeDoor(doorHandler: Int) {
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if (doorState != 0) {
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(sprite!! as SheetSpriteAnimation).currentRow = 0
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doorState = 0
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placeActorBlocks()
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lastDoorHandler = doorHandler
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if (!isOpacityActuallyLuminosity) setOpacity()
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Terrarum.audioCodex.getRandomAudio(audioIdForClosing)?.let { startAudio(it) }
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}
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doorCloseQueued = false
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}
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open protected fun openToRight(doorHandler: Int) {
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protected open fun openToRight(doorHandler: Int) {
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if (doorState != 1) {
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(sprite!! as SheetSpriteAnimation).currentRow = 1
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doorState = 1
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placeActorBlocks()
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lastDoorHandler = doorHandler
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if (!isOpacityActuallyLuminosity) unsetOpacity()
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Terrarum.audioCodex.getRandomAudio(audioIdForOpening)?.let { startAudio(it) }
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}
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doorCloseQueued = false
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}
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open protected fun openToLeft(doorHandler: Int) {
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protected open fun openToLeft(doorHandler: Int) {
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if (doorState != -1) {
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(sprite!! as SheetSpriteAnimation).currentRow = 2
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doorState = -1
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placeActorBlocks()
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lastDoorHandler = doorHandler
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if (!isOpacityActuallyLuminosity) unsetOpacity()
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Terrarum.audioCodex.getRandomAudio(audioIdForOpening)?.let { startAudio(it) }
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}
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doorCloseQueued = false
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}
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