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https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-25 22:19:30 +01:00
Makes the squeak component slightly more horrifying
The clown outfit got its hardcoded squeak on hit replaced with the component. Objects which can squeak which are thrown in disposals will squeak when they hit bends in the piping.
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@@ -104,7 +104,8 @@
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#define COMSIG_MOVABLE_BUCKLE "buckle" //from base of atom/movable/buckle_mob(): (mob, force)
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#define COMSIG_MOVABLE_UNBUCKLE "unbuckle" //from base of atom/movable/unbuckle_mob(): (mob, force)
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#define COMSIG_MOVABLE_THROW "movable_throw" //from base of atom/movable/throw_at(): (datum/thrownthing, spin)
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#define COMSIG_MOVABLE_Z_CHANGED "movable_ztransit" //from base of atom/movable/onTransitZ(): (old_z, new_z)
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#define COMSIG_MOVABLE_Z_CHANGED "movable_ztransit" //from base of atom/movable/onTransitZ(): (old_z, new_z)
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#define COMSIG_MOVABLE_DISPOSING "movable_disposing" //called when the movable is added to a disposal holder object for disposal movement: (obj/structure/disposalholder/holder, obj/machinery/disposal/source)
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// /mob Signals
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#define COMSIG_MOB_RECEIVE_MAGIC "mob_receive_magic" //from base of mob/anti_magic_check(): (magic, holy, protection_sources)
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@@ -135,7 +136,8 @@
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#define COMSIG_ITEM_DROPPED "item_drop" //from base of obj/item/dropped(): (mob/user)
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#define COMSIG_ITEM_PICKUP "item_pickup" //from base of obj/item/pickup(): (/mob/taker)
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#define COMSIG_ITEM_ATTACK_ZONE "item_attack_zone" //from base of mob/living/carbon/attacked_by(): (mob/living/carbon/target, mob/living/user, hit_zone)
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#define COMSIG_ITEM_IMBUE_SOUL "item_imbue_soul" //return a truthy value to prevent ensouling, checked in /obj/effect/proc_holder/spell/targeted/lichdom/cast(): (mob/user)
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#define COMSIG_ITEM_IMBUE_SOUL "item_imbue_soul" //return a truthy value to prevent ensouling, checked in /obj/effect/proc_holder/spell/targeted/lichdom/cast(): (mob/user)
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#define COMSIG_ITEM_HIT_REACT "item_hit_react" //from base of obj/item/hit_reaction(): (list/args)
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// /obj/item/clothing signals
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#define COMSIG_SHOES_STEP_ACTION "shoes_step_action" //from base of obj/item/clothing/shoes/proc/step_action(): ()
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@@ -19,9 +19,12 @@
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if(ismovableatom(parent))
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RegisterSignal(parent, list(COMSIG_MOVABLE_BUMP, COMSIG_MOVABLE_IMPACT), .proc/play_squeak)
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RegisterSignal(parent, COMSIG_MOVABLE_CROSSED, .proc/play_squeak_turf)
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RegisterSignal(parent, COMSIG_MOVABLE_DISPOSING, .proc/disposing_react)
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if(isitem(parent))
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RegisterSignal(parent, list(COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_OBJ), .proc/play_squeak)
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RegisterSignal(parent, list(COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_OBJ, COMSIG_ITEM_HIT_REACT), .proc/play_squeak)
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RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, .proc/use_squeak)
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RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equip)
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RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/on_drop)
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if(istype(parent, /obj/item/clothing/shoes))
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RegisterSignal(parent, COMSIG_SHOES_STEP_ACTION, .proc/step_squeak)
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@@ -57,4 +60,20 @@
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/datum/component/squeak/proc/use_squeak()
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if(last_use + use_delay < world.time)
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last_use = world.time
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play_squeak()
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play_squeak()
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/datum/component/squeak/proc/on_equip(mob/equipper, slot)
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RegisterSignal(equipper, COMSIG_MOVABLE_DISPOSING, .proc/disposing_react, TRUE)
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/datum/component/squeak/proc/on_drop(mob/user)
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UnregisterSignal(user, COMSIG_MOVABLE_DISPOSING)
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// Disposal pipes related shit
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/datum/component/squeak/proc/disposing_react(obj/structure/disposalholder/holder, obj/machinery/disposal/source)
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//We don't need to worry about unregistering this signal as it will happen for us automaticaly when the holder is qdeleted
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RegisterSignal(holder, COMSIG_ATOM_DIR_CHANGE, .proc/holder_dir_change)
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/datum/component/squeak/proc/holder_dir_change(old_dir, new_dir)
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//If the dir changes it means we're going through a bend in the pipes, let's pretend we bumped the wall
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if(old_dir != new_dir)
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play_squeak()
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@@ -346,6 +346,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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// afterattack() and attack() prototypes moved to _onclick/item_attack.dm for consistency
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/obj/item/proc/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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SEND_SIGNAL(src, COMSIG_ITEM_HIT_REACT, args)
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if(prob(final_block_chance))
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owner.visible_message("<span class='danger'>[owner] blocks [attack_text] with [src]!</span>")
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return 1
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@@ -67,9 +67,9 @@
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fitted = FEMALE_UNIFORM_TOP
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can_adjust = FALSE
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/obj/item/clothing/under/rank/clown/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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playsound(loc, 'sound/items/bikehorn.ogg', 50, 1, -1)
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return 0
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/obj/item/clothing/under/rank/clown/Initialize()
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. = ..()
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AddComponent(/datum/component/squeak, list('sound/items/bikehorn.ogg'=1), 50)
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/obj/item/clothing/under/rank/head_of_personnel
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desc = "It's a jumpsuit worn by someone who works in the position of \"Head of Personnel\"."
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@@ -47,6 +47,7 @@
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var/atom/movable/AM = A
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if(AM == src)
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continue
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SEND_SIGNAL(AM, COMSIG_MOVABLE_DISPOSING, src, D)
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AM.forceMove(src)
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if(istype(AM, /obj/structure/bigDelivery) && !hasmob)
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var/obj/structure/bigDelivery/T = AM
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