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Summary
Balance "Make Quadcopter Drones Produce Sound"
Purpose of change
Quadcopter style drones did not produce any sound, which is silly because drones make lots of buzzing whirring rotor noises irl.
Describe the solution
I created a new species called ROBOT_FLYING, which is a copy of ROBOT with a few exceptions - they produce WHIRR footsteps and have the LOUDMOVES flag (the only way to give flying creatures footstep sounds), and they don't bleed mechanical fluid (as drones tend to be electric motors with no hydraulic fluid, oil, etc). I assigned this ROBOT_FLYING species to the base_drone, which is what almost all quadcopters copy-from, so effectively hit all small drones with one change. I assigned this species to the camspy as well. It is a huge quadcopter and might contain fluid it should 'bleed', but the tradeoff of no blood but making sound seemed appropriate to me.
![image](https://private-user-images.githubusercontent.com/41651793/326581151-73d83296-0aa5-466e-a7e7-01011ff1b920.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MjI4NDI4MjQsIm5iZiI6MTcyMjg0MjUyNCwicGF0aCI6Ii80MTY1MTc5My8zMjY1ODExNTEtNzNkODMyOTYtMGFhNS00NjZlLWE3ZTctMDEwMTFmZjFiOTIwLnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNDA4MDUlMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjQwODA1VDA3MjIwNFomWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPTQ2M2NhNjliZGYwNTk2ODc4NDFhNDE1YmMyNjhkOGYxZWNhNWYxY2RiNzg4NTRjMzViOGU5NWQxZGE3MjgwZGMmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0JmFjdG9yX2lkPTAma2V5X2lkPTAmcmVwb19pZD0wIn0.nk6WOdVCtWXE9cUTkOTWYBzlsML5vN_NFAB7sQH-1Nw)
Describe alternatives you've considered
There was a PR, #65781 that wanted to do this using the PARROT system and have the drones 'bark' sounds the way NPC/Migo/etc have their own barks. But the discussion in that PR suggested it should be done using footsteps so I opted for that.
Testing
Eh, basic testing, made sure they make sounds now, not much to test really.
Additional context
The initial issue for this was #55274 which unfortunately is not truly resolved by this PR only partly addressed. There was also the previous PR that ended up being closed which was #65781. This is not a perfect solution, either, you can't manually assign loudness to footstep sounds, flying creatures by code limitations do not make footsteps, and LOUDMOVES flag is the only way to counteract this which again you can't set that volume manually. So it's not ideal, but I can't make c++ changes and am not even sure what I would change.
I'm not sure if giving this to the camspy was the right call because of its huge-ness, and I did not touch the exodii sniper drone because I have no idea what that is and couldn't tell if it has organic components/I've never seen it before so idk.