Reorganizes the sound folder (#86726)

## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
This commit is contained in:
grungussuss
2024-09-23 22:24:50 -07:00
committed by GitHub
parent 8c494a4736
commit 58501dce77
3639 changed files with 5089 additions and 5093 deletions
@@ -156,6 +156,6 @@
SpinAnimation(10, 1)
var/turf/T = get_turf(src)
if(still_warm && T?.bullet_sizzle)
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), src, 'sound/items/welder.ogg', 20, 1), bounce_delay) //If the turf is made of water and the shell casing is still hot, make a sizzling sound when it's ejected.
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), src, 'sound/items/tools/welder.ogg', 20, 1), bounce_delay) //If the turf is made of water and the shell casing is still hot, make a sizzling sound when it's ejected.
else if(T?.bullet_bounce_sound)
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), src, T.bullet_bounce_sound, 20, 1), bounce_delay) //Soft / non-solid turfs that shouldn't make a sound when a shell casing is ejected over them.
@@ -6,5 +6,5 @@
slot_flags = null
var/e_cost = LASER_SHOTS(10, STANDARD_CELL_CHARGE) //The amount of energy a cell needs to expend to create this shot.
var/select_name = CALIBER_ENERGY
fire_sound = 'sound/weapons/laser.ogg'
fire_sound = 'sound/items/weapons/laser.ogg'
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/red
@@ -2,7 +2,7 @@
projectile_type = /obj/projectile/energy/bolt
select_name = "bolt"
e_cost = LASER_SHOTS(1, STANDARD_CELL_CHARGE * 0.5)
fire_sound = 'sound/weapons/gun/general/heavy_shot_suppressed.ogg' // Even for non-suppressed crossbows, this is the most appropriate sound
fire_sound = 'sound/items/weapons/gun/general/heavy_shot_suppressed.ogg' // Even for non-suppressed crossbows, this is the most appropriate sound
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect
/obj/item/ammo_casing/energy/bolt/halloween
@@ -1,6 +1,6 @@
/obj/item/ammo_casing/energy/gravity
e_cost = 0 // Not possible to use the macro
fire_sound = 'sound/weapons/wave.ogg'
fire_sound = 'sound/items/weapons/wave.ogg'
select_name = "gravity"
delay = 50
var/obj/item/gun/energy/gravity_gun/gun
@@ -17,13 +17,13 @@
projectile_type = /obj/projectile/beam/laser/carbine
e_cost = LASER_SHOTS(40, STANDARD_CELL_CHARGE)
select_name = "kill"
fire_sound = 'sound/weapons/laser2.ogg'
fire_sound = 'sound/items/weapons/laser2.ogg'
/obj/item/ammo_casing/energy/lasergun/carbine/cybersun
projectile_type = /obj/projectile/beam/laser/carbine/cybersun
e_cost = LASER_SHOTS(54, STANDARD_CELL_CHARGE)
select_name = "rapid fire"
fire_sound = 'sound/weapons/laser2.ogg'
fire_sound = 'sound/items/weapons/laser2.ogg'
/obj/item/ammo_casing/energy/lasergun/carbine/practice
projectile_type = /obj/projectile/beam/laser/carbine/practice
@@ -90,13 +90,13 @@
/obj/item/ammo_casing/energy/laser/heavy
projectile_type = /obj/projectile/beam/laser/heavylaser
select_name = "anti-vehicle"
fire_sound = 'sound/weapons/lasercannonfire.ogg'
fire_sound = 'sound/items/weapons/lasercannonfire.ogg'
/obj/item/ammo_casing/energy/laser/pulse
projectile_type = /obj/projectile/beam/pulse
e_cost = LASER_SHOTS(200, STANDARD_CELL_CHARGE * 40)
select_name = "DESTROY"
fire_sound = 'sound/weapons/pulse.ogg'
fire_sound = 'sound/items/weapons/pulse.ogg'
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/blue
/obj/item/ammo_casing/energy/laser/bluetag
@@ -118,12 +118,12 @@
/obj/item/ammo_casing/energy/xray
projectile_type = /obj/projectile/beam/xray
e_cost = LASER_SHOTS(20, STANDARD_CELL_CHARGE)
fire_sound = 'sound/weapons/laser3.ogg'
fire_sound = 'sound/items/weapons/laser3.ogg'
/obj/item/ammo_casing/energy/mindflayer
projectile_type = /obj/projectile/beam/mindflayer
select_name = "MINDFUCK"
fire_sound = 'sound/weapons/laser.ogg'
fire_sound = 'sound/items/weapons/laser.ogg'
/obj/item/ammo_casing/energy/laser/minigun
select_name = "kill"
@@ -134,7 +134,7 @@
projectile_type = /obj/projectile/bullet/c10mm //henk
select_name = "bullet"
e_cost = LASER_SHOTS(8, STANDARD_CELL_CHARGE)
fire_sound = 'sound/weapons/thermalpistol.ogg'
fire_sound = 'sound/items/weapons/thermalpistol.ogg'
/obj/item/ammo_casing/energy/nanite/inferno
projectile_type = /obj/projectile/energy/inferno
@@ -154,7 +154,7 @@
base_icon_state = "s-casing-live"
slot_flags = null
projectile_type = /obj/projectile/beam
fire_sound = 'sound/weapons/laser.ogg'
fire_sound = 'sound/items/weapons/laser.ogg'
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/red
/obj/item/ammo_casing/laser/Initialize(mapload)
@@ -1,6 +1,6 @@
/obj/item/ammo_casing/energy/c3dbullet
projectile_type = /obj/projectile/bullet/c3d
select_name = "spraydown"
fire_sound = 'sound/weapons/gun/smg/shot.ogg'
fire_sound = 'sound/items/weapons/gun/smg/shot.ogg'
e_cost = LASER_SHOTS(30, STANDARD_CELL_CHARGE * 0.6)
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect
@@ -1,7 +1,7 @@
/obj/item/ammo_casing/energy/plasma
projectile_type = /obj/projectile/plasma
select_name = "plasma burst"
fire_sound = 'sound/weapons/plasma_cutter.ogg'
fire_sound = 'sound/items/weapons/plasma_cutter.ogg'
delay = 15
e_cost = LASER_SHOTS(40, STANDARD_CELL_CHARGE)
@@ -2,7 +2,7 @@
projectile_type = /obj/projectile/beam/wormhole
e_cost = 0 // Can't use the macro
harmful = FALSE
fire_sound = 'sound/weapons/pulse3.ogg'
fire_sound = 'sound/items/weapons/pulse3.ogg'
select_name = "blue"
//Weakref to the gun that shot us
var/datum/weakref/gun
@@ -1,7 +1,7 @@
/obj/item/ammo_casing/energy/ion
projectile_type = /obj/projectile/ion
select_name = "ion"
fire_sound = 'sound/weapons/ionrifle.ogg'
fire_sound = 'sound/items/weapons/ionrifle.ogg'
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/blue
/obj/item/ammo_casing/energy/ion/hos
@@ -11,7 +11,7 @@
/obj/item/ammo_casing/energy/radiation
projectile_type = /obj/projectile/energy/radiation
select_name = "declone"
fire_sound = 'sound/weapons/pulse3.ogg'
fire_sound = 'sound/items/weapons/pulse3.ogg'
/obj/item/ammo_casing/energy/radiation/weak
projectile_type = /obj/projectile/energy/radiation/weak
@@ -37,7 +37,7 @@
projectile_type = /obj/projectile/temp
select_name = "freeze"
e_cost = LASER_SHOTS(40, STANDARD_CELL_CHARGE * 10)
fire_sound = 'sound/weapons/pulse3.ogg'
fire_sound = 'sound/items/weapons/pulse3.ogg'
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/blue
/obj/item/ammo_casing/energy/temp/hot
@@ -62,7 +62,7 @@
harmful = FALSE
/obj/item/ammo_casing/energy/tesla_cannon
fire_sound = 'sound/magic/lightningshock.ogg'
fire_sound = 'sound/effects/magic/lightningshock.ogg'
e_cost = LASER_SHOTS(33, STANDARD_CELL_CHARGE)
select_name = "shock"
projectile_type = /obj/projectile/energy/tesla_cannon
@@ -77,18 +77,18 @@
projectile_type = /obj/projectile/bullet/marksman
select_name = "marksman nanoshot"
e_cost = 0 // Can't use the macro
fire_sound = 'sound/weapons/gun/revolver/shot_alt.ogg'
fire_sound = 'sound/items/weapons/gun/revolver/shot_alt.ogg'
/obj/item/ammo_casing/energy/fisher
projectile_type = /obj/projectile/energy/fisher
select_name = "light disruptor"
harmful = FALSE
e_cost = LASER_SHOTS(2, STANDARD_CELL_CHARGE * 0.5)
fire_sound = 'sound/weapons/gun/general/heavy_shot_suppressed.ogg' // fwip fwip fwip fwip
fire_sound = 'sound/items/weapons/gun/general/heavy_shot_suppressed.ogg' // fwip fwip fwip fwip
// Used by /obj/item/gun/energy/photon
/obj/item/ammo_casing/energy/photon
fire_sound = 'sound/weapons/lasercannonfire.ogg'
fire_sound = 'sound/items/weapons/lasercannonfire.ogg'
e_cost = LASER_SHOTS(4, STANDARD_CELL_CHARGE)
select_name = "flare"
projectile_type = /obj/projectile/energy/photon
@@ -1,7 +1,7 @@
/obj/item/ammo_casing/energy/electrode
projectile_type = /obj/projectile/energy/electrode
select_name = "stun"
fire_sound = 'sound/weapons/taser.ogg'
fire_sound = 'sound/items/weapons/taser.ogg'
e_cost = LASER_SHOTS(5, STANDARD_CELL_CHARGE)
harmful = FALSE
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect
@@ -10,7 +10,7 @@
e_cost = LASER_SHOTS(10, STANDARD_CELL_CHARGE)
/obj/item/ammo_casing/energy/electrode/gun
fire_sound = 'sound/weapons/gun/pistol/shot.ogg'
fire_sound = 'sound/items/weapons/gun/pistol/shot.ogg'
e_cost = LASER_SHOTS(10, STANDARD_CELL_CHARGE)
/obj/item/ammo_casing/energy/electrode/old
@@ -20,14 +20,14 @@
projectile_type = /obj/projectile/beam/disabler
select_name = "disable"
e_cost = LASER_SHOTS(20, STANDARD_CELL_CHARGE)
fire_sound = 'sound/weapons/taser2.ogg'
fire_sound = 'sound/items/weapons/taser2.ogg'
harmful = FALSE
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/blue
/obj/item/ammo_casing/energy/disabler/smg
projectile_type = /obj/projectile/beam/disabler/weak
e_cost = LASER_SHOTS(40, STANDARD_CELL_CHARGE)
fire_sound = 'sound/weapons/taser3.ogg'
fire_sound = 'sound/items/weapons/taser3.ogg'
/obj/item/ammo_casing/energy/disabler/hos
e_cost = LASER_SHOTS(20, STANDARD_CELL_CHARGE * 1.2)
@@ -161,7 +161,7 @@
if(num_loaded)
if(!silent)
to_chat(user, span_notice("You load [num_loaded > 1 ? "[num_loaded] [casing_phrasing]s" : "a [casing_phrasing]"] into \the [src]!"))
playsound(src, 'sound/weapons/gun/general/mag_bullet_insert.ogg', 60, TRUE)
playsound(src, 'sound/items/weapons/gun/general/mag_bullet_insert.ogg', 60, TRUE)
update_appearance()
return num_loaded
@@ -174,7 +174,7 @@
A.forceMove(drop_location())
if(!user.is_holding(src) || !user.put_in_hands(A)) //incase they're using TK
A.bounce_away(FALSE, NONE)
playsound(src, 'sound/weapons/gun/general/mag_bullet_insert.ogg', 60, TRUE)
playsound(src, 'sound/items/weapons/gun/general/mag_bullet_insert.ogg', 60, TRUE)
to_chat(user, span_notice("You remove a [casing_phrasing] from [src]!"))
update_appearance()
+4 -4
View File
@@ -23,14 +23,14 @@
attack_verb_simple = list("strike", "hit", "bash")
var/gun_flags = NONE
var/fire_sound = 'sound/weapons/gun/pistol/shot.ogg'
var/fire_sound = 'sound/items/weapons/gun/pistol/shot.ogg'
var/vary_fire_sound = TRUE
var/fire_sound_volume = 50
var/dry_fire_sound = 'sound/weapons/gun/general/dry_fire.ogg'
var/dry_fire_sound = 'sound/items/weapons/gun/general/dry_fire.ogg'
var/dry_fire_sound_volume = 30
var/suppressed = null //whether or not a message is displayed when fired
var/can_suppress = FALSE
var/suppressed_sound = 'sound/weapons/gun/general/heavy_shot_suppressed.ogg'
var/suppressed_sound = 'sound/items/weapons/gun/general/heavy_shot_suppressed.ogg'
var/suppressed_volume = 60
var/can_unsuppress = TRUE /// whether a gun can be unsuppressed. for ballistics, also determines if it generates a suppressor overlay
var/recoil = 0 //boom boom shake the room
@@ -228,7 +228,7 @@
var/mob/living/holder = loc
if(holder.is_holding(src) && holder.stat < UNCONSCIOUS)
to_chat(holder, span_boldwarning("[src] breaks down!"))
holder.playsound_local(get_turf(src), 'sound/weapons/smash.ogg', 50, TRUE)
holder.playsound_local(get_turf(src), 'sound/items/weapons/smash.ogg', 50, TRUE)
return ..()
/obj/item/gun/emp_act(severity)
+13 -13
View File
@@ -5,44 +5,44 @@
name = "projectile gun"
icon_state = "debug"
w_class = WEIGHT_CLASS_NORMAL
pickup_sound = 'sound/items/gun_pick_up.ogg'
drop_sound = 'sound/items/gun_drop.ogg'
pickup_sound = 'sound/items/handling/gun/gun_pick_up.ogg'
drop_sound = 'sound/items/handling/gun/gun_drop.ogg'
sound_vary = TRUE
///sound when inserting magazine
var/load_sound = 'sound/weapons/gun/general/magazine_insert_full.ogg'
var/load_sound = 'sound/items/weapons/gun/general/magazine_insert_full.ogg'
///sound when inserting an empty magazine
var/load_empty_sound = 'sound/weapons/gun/general/magazine_insert_empty.ogg'
var/load_empty_sound = 'sound/items/weapons/gun/general/magazine_insert_empty.ogg'
///volume of loading sound
var/load_sound_volume = 40
///whether loading sound should vary
var/load_sound_vary = TRUE
///sound of racking
var/rack_sound = 'sound/weapons/gun/general/bolt_rack.ogg'
var/rack_sound = 'sound/items/weapons/gun/general/bolt_rack.ogg'
///volume of racking
var/rack_sound_volume = 60
///whether racking sound should vary
var/rack_sound_vary = TRUE
///sound of when the bolt is locked back manually
var/lock_back_sound = 'sound/weapons/gun/general/slide_lock_1.ogg'
var/lock_back_sound = 'sound/items/weapons/gun/general/slide_lock_1.ogg'
///volume of lock back
var/lock_back_sound_volume = 60
///whether lock back varies
var/lock_back_sound_vary = TRUE
///Sound of ejecting a magazine
var/eject_sound = 'sound/weapons/gun/general/magazine_remove_full.ogg'
var/eject_sound = 'sound/items/weapons/gun/general/magazine_remove_full.ogg'
///sound of ejecting an empty magazine
var/eject_empty_sound = 'sound/weapons/gun/general/magazine_remove_empty.ogg'
var/eject_empty_sound = 'sound/items/weapons/gun/general/magazine_remove_empty.ogg'
///volume of ejecting a magazine
var/eject_sound_volume = 40
///whether eject sound should vary
var/eject_sound_vary = TRUE
///sound of dropping the bolt or releasing a slide
var/bolt_drop_sound = 'sound/weapons/gun/general/bolt_drop.ogg'
var/bolt_drop_sound = 'sound/items/weapons/gun/general/bolt_drop.ogg'
///volume of bolt drop/slide release
var/bolt_drop_sound_volume = 60
///empty alarm sound (if enabled)
var/empty_alarm_sound = 'sound/weapons/gun/general/empty_alarm.ogg'
var/empty_alarm_sound = 'sound/items/weapons/gun/general/empty_alarm.ogg'
///empty alarm volume sound
var/empty_alarm_volume = 70
///whether empty alarm sound varies
@@ -174,11 +174,11 @@
if(suppressed)
playsound(src, suppressed_sound, suppressed_volume, vary_fire_sound, ignore_walls = FALSE, extrarange = SILENCED_SOUND_EXTRARANGE, falloff_distance = 0)
if(play_click && click_on_low_ammo)
playsound(src, 'sound/weapons/gun/general/ballistic_click.ogg', suppressed_volume, vary_fire_sound, ignore_walls = FALSE, extrarange = SILENCED_SOUND_EXTRARANGE, falloff_distance = 0, frequency = click_frequency_to_use)
playsound(src, 'sound/items/weapons/gun/general/ballistic_click.ogg', suppressed_volume, vary_fire_sound, ignore_walls = FALSE, extrarange = SILENCED_SOUND_EXTRARANGE, falloff_distance = 0, frequency = click_frequency_to_use)
else
playsound(src, fire_sound, fire_sound_volume, vary_fire_sound)
if(play_click && click_on_low_ammo)
playsound(src, 'sound/weapons/gun/general/ballistic_click.ogg', fire_sound_volume, vary_fire_sound, frequency = click_frequency_to_use)
playsound(src, 'sound/items/weapons/gun/general/ballistic_click.ogg', fire_sound_volume, vary_fire_sound, frequency = click_frequency_to_use)
/**
@@ -284,7 +284,7 @@
fire_delay = initial(fire_delay)
balloon_alert(user, "switched to [burst_size]-round burst")
playsound(user, 'sound/weapons/empty.ogg', 100, TRUE)
playsound(user, 'sound/items/weapons/empty.ogg', 100, TRUE)
update_appearance()
update_item_action_buttons()
@@ -5,10 +5,10 @@
fire_delay = 2
actions_types = list(/datum/action/item_action/toggle_firemode)
semi_auto = TRUE
fire_sound = 'sound/weapons/gun/smg/shot.ogg'
fire_sound = 'sound/items/weapons/gun/smg/shot.ogg'
fire_sound_volume = 90
rack_sound = 'sound/weapons/gun/smg/smgrack.ogg'
suppressed_sound = 'sound/weapons/gun/smg/shot_suppressed.ogg'
rack_sound = 'sound/items/weapons/gun/smg/smgrack.ogg'
suppressed_sound = 'sound/items/weapons/gun/smg/shot_suppressed.ogg'
burst_fire_selection = TRUE
/obj/item/gun/ballistic/automatic/proto
@@ -105,9 +105,9 @@
click_on_low_ammo = FALSE
/// List of the possible firing sounds
var/list/firing_sound_list = list(
'sound/weapons/gun/smartgun/smartgun_shoot_1.ogg',
'sound/weapons/gun/smartgun/smartgun_shoot_2.ogg',
'sound/weapons/gun/smartgun/smartgun_shoot_3.ogg',
'sound/items/weapons/gun/smartgun/smartgun_shoot_1.ogg',
'sound/items/weapons/gun/smartgun/smartgun_shoot_2.ogg',
'sound/items/weapons/gun/smartgun/smartgun_shoot_3.ogg',
)
/obj/item/gun/ballistic/automatic/smartgun/fire_sounds()
@@ -123,7 +123,7 @@
bolt_type = BOLT_TYPE_OPEN
show_bolt_icon = FALSE
mag_display = TRUE
rack_sound = 'sound/weapons/gun/pistol/slide_lock.ogg'
rack_sound = 'sound/items/weapons/gun/pistol/slide_lock.ogg'
/**
* Weak uzi for syndicate chimps. It comes in a 4 TC kit.
@@ -153,7 +153,7 @@
pin = /obj/item/firing_pin/implant/pindicate
mag_display = TRUE
empty_indicator = TRUE
fire_sound = 'sound/weapons/gun/smg/shot_alt.ogg'
fire_sound = 'sound/items/weapons/gun/smg/shot_alt.ogg'
/obj/item/gun/ballistic/automatic/m90/Initialize(mapload)
. = ..()
@@ -254,9 +254,9 @@
mag_display = TRUE
mag_display_ammo = TRUE
tac_reloads = FALSE
fire_sound = 'sound/weapons/gun/l6/shot.ogg'
rack_sound = 'sound/weapons/gun/l6/l6_rack.ogg'
suppressed_sound = 'sound/weapons/gun/general/heavy_shot_suppressed.ogg'
fire_sound = 'sound/items/weapons/gun/l6/shot.ogg'
rack_sound = 'sound/items/weapons/gun/l6/l6_rack.ogg'
suppressed_sound = 'sound/items/weapons/gun/general/heavy_shot_suppressed.ogg'
var/cover_open = FALSE
/obj/item/gun/ballistic/automatic/l6_saw/unrestricted
@@ -277,7 +277,7 @@
/obj/item/gun/ballistic/automatic/l6_saw/click_alt(mob/user)
cover_open = !cover_open
balloon_alert(user, "cover [cover_open ? "opened" : "closed"]")
playsound(src, 'sound/weapons/gun/l6/l6_door.ogg', 60, TRUE)
playsound(src, 'sound/items/weapons/gun/l6/l6_door.ogg', 60, TRUE)
update_appearance()
return CLICK_ACTION_SUCCESS
@@ -348,5 +348,5 @@
can_suppress = FALSE
burst_size = 0
actions_types = list()
fire_sound = 'sound/weapons/laser.ogg'
fire_sound = 'sound/items/weapons/laser.ogg'
casing_ejector = FALSE
@@ -8,8 +8,8 @@
icon_state = "bow"
inhand_icon_state = "bow"
base_icon_state = "bow"
load_sound = 'sound/weapons/gun/general/ballistic_click.ogg'
fire_sound = 'sound/weapons/gun/bow/bow_fire.ogg'
load_sound = 'sound/items/weapons/gun/general/ballistic_click.ogg'
fire_sound = 'sound/items/weapons/gun/bow/bow_fire.ogg'
accepted_magazine_type = /obj/item/ammo_box/magazine/internal/bow
force = 15
pinless = TRUE
@@ -65,7 +65,7 @@
return
balloon_alert(user, "[drawn ? "string released" : "string drawn"]")
drawn = !drawn
playsound(src, 'sound/weapons/gun/bow/bow_draw.ogg', 25, TRUE)
playsound(src, 'sound/items/weapons/gun/bow/bow_draw.ogg', 25, TRUE)
update_appearance()
/obj/item/gun/ballistic/bow/try_fire_gun(atom/target, mob/living/user, params)
@@ -87,7 +87,7 @@
if(slot != ITEM_SLOT_HANDS && chambered)
balloon_alert(user, "the arrow falls out!")
if(drawn)
playsound(src, 'sound/weapons/gun/bow/bow_fire.ogg', 25, TRUE)
playsound(src, 'sound/items/weapons/gun/bow/bow_fire.ogg', 25, TRUE)
drop_arrow()
@@ -99,7 +99,7 @@
if(ismob(loc) || !chambered)
return
if(drawn)
playsound(src, 'sound/weapons/gun/bow/bow_fire.ogg', 25, TRUE)
playsound(src, 'sound/items/weapons/gun/bow/bow_fire.ogg', 25, TRUE)
drop_arrow()
/obj/item/gun/ballistic/bow/shoot_with_empty_chamber(mob/living/user)
@@ -7,7 +7,7 @@
icon_state = "dshotgun_sawn"
inhand_icon_state = "gun"
accepted_magazine_type = /obj/item/ammo_box/magazine/internal/grenadelauncher
fire_sound = 'sound/weapons/gun/general/grenade_launch.ogg'
fire_sound = 'sound/items/weapons/gun/general/grenade_launch.ogg'
w_class = WEIGHT_CLASS_NORMAL
pin = /obj/item/firing_pin/implant/pindicate
bolt_type = BOLT_TYPE_NO_BOLT
@@ -35,7 +35,7 @@
name = "gyrojet pistol"
desc = "A prototype pistol designed to fire self propelled rockets."
icon_state = "gyropistol"
fire_sound = 'sound/weapons/gun/general/grenade_launch.ogg'
fire_sound = 'sound/items/weapons/gun/general/grenade_launch.ogg'
accepted_magazine_type = /obj/item/ammo_box/magazine/m75
burst_size = 1
fire_delay = 0
@@ -54,7 +54,7 @@
worn_icon_state = "rocketlauncher"
SET_BASE_PIXEL(-8, 0)
accepted_magazine_type = /obj/item/ammo_box/magazine/internal/rocketlauncher
fire_sound = 'sound/weapons/gun/general/rocket_launch.ogg'
fire_sound = 'sound/items/weapons/gun/general/rocket_launch.ogg'
slot_flags = ITEM_SLOT_BACK
w_class = WEIGHT_CLASS_BULKY
can_suppress = FALSE
@@ -9,16 +9,16 @@
fire_delay = 0
actions_types = list()
bolt_type = BOLT_TYPE_LOCKING
fire_sound = 'sound/weapons/gun/pistol/shot.ogg'
dry_fire_sound = 'sound/weapons/gun/pistol/dry_fire.ogg'
suppressed_sound = 'sound/weapons/gun/pistol/shot_suppressed.ogg'
load_sound = 'sound/weapons/gun/pistol/mag_insert.ogg'
load_empty_sound = 'sound/weapons/gun/pistol/mag_insert.ogg'
eject_sound = 'sound/weapons/gun/pistol/mag_release.ogg'
eject_empty_sound = 'sound/weapons/gun/pistol/mag_release.ogg'
rack_sound = 'sound/weapons/gun/pistol/rack_small.ogg'
lock_back_sound = 'sound/weapons/gun/pistol/lock_small.ogg'
bolt_drop_sound = 'sound/weapons/gun/pistol/drop_small.ogg'
fire_sound = 'sound/items/weapons/gun/pistol/shot.ogg'
dry_fire_sound = 'sound/items/weapons/gun/pistol/dry_fire.ogg'
suppressed_sound = 'sound/items/weapons/gun/pistol/shot_suppressed.ogg'
load_sound = 'sound/items/weapons/gun/pistol/mag_insert.ogg'
load_empty_sound = 'sound/items/weapons/gun/pistol/mag_insert.ogg'
eject_sound = 'sound/items/weapons/gun/pistol/mag_release.ogg'
eject_empty_sound = 'sound/items/weapons/gun/pistol/mag_release.ogg'
rack_sound = 'sound/items/weapons/gun/pistol/rack_small.ogg'
lock_back_sound = 'sound/items/weapons/gun/pistol/lock_small.ogg'
bolt_drop_sound = 'sound/items/weapons/gun/pistol/drop_small.ogg'
fire_sound_volume = 90
bolt_wording = "slide"
suppressor_x_offset = 10
@@ -110,10 +110,10 @@
w_class = WEIGHT_CLASS_NORMAL
accepted_magazine_type = /obj/item/ammo_box/magazine/m45
can_suppress = FALSE
fire_sound = 'sound/weapons/gun/pistol/shot_alt.ogg'
rack_sound = 'sound/weapons/gun/pistol/rack.ogg'
lock_back_sound = 'sound/weapons/gun/pistol/slide_lock.ogg'
bolt_drop_sound = 'sound/weapons/gun/pistol/slide_drop.ogg'
fire_sound = 'sound/items/weapons/gun/pistol/shot_alt.ogg'
rack_sound = 'sound/items/weapons/gun/pistol/rack.ogg'
lock_back_sound = 'sound/items/weapons/gun/pistol/slide_lock.ogg'
bolt_drop_sound = 'sound/items/weapons/gun/pistol/slide_drop.ogg'
/**
* Weak 1911 for syndicate chimps. It comes in a 4 TC kit.
@@ -138,10 +138,10 @@
accepted_magazine_type = /obj/item/ammo_box/magazine/m50
can_suppress = FALSE
mag_display = TRUE
fire_sound = 'sound/weapons/gun/rifle/shot.ogg'
rack_sound = 'sound/weapons/gun/pistol/rack.ogg'
lock_back_sound = 'sound/weapons/gun/pistol/slide_lock.ogg'
bolt_drop_sound = 'sound/weapons/gun/pistol/slide_drop.ogg'
fire_sound = 'sound/items/weapons/gun/rifle/shot.ogg'
rack_sound = 'sound/items/weapons/gun/pistol/rack.ogg'
lock_back_sound = 'sound/items/weapons/gun/pistol/slide_lock.ogg'
bolt_drop_sound = 'sound/items/weapons/gun/pistol/slide_drop.ogg'
/obj/item/gun/ballistic/automatic/pistol/deagle/contraband
@@ -3,11 +3,11 @@
desc = "A suspicious revolver. Uses .357 ammo."
icon_state = "revolver"
accepted_magazine_type = /obj/item/ammo_box/magazine/internal/cylinder
fire_sound = 'sound/weapons/gun/revolver/shot_alt.ogg'
load_sound = 'sound/weapons/gun/revolver/load_bullet.ogg'
eject_sound = 'sound/weapons/gun/revolver/empty.ogg'
fire_sound = 'sound/items/weapons/gun/revolver/shot_alt.ogg'
load_sound = 'sound/items/weapons/gun/revolver/load_bullet.ogg'
eject_sound = 'sound/items/weapons/gun/revolver/empty.ogg'
fire_sound_volume = 90
dry_fire_sound = 'sound/weapons/gun/revolver/dry_fire.ogg'
dry_fire_sound = 'sound/items/weapons/gun/revolver/dry_fire.ogg'
casing_ejector = FALSE
internal_magazine = TRUE
bolt_type = BOLT_TYPE_NO_BOLT
@@ -48,11 +48,11 @@
if(suppressed)
playsound(src, suppressed_sound, suppressed_volume, vary_fire_sound, ignore_walls = FALSE, extrarange = SILENCED_SOUND_EXTRARANGE, falloff_distance = 0)
if(play_click)
playsound(src, 'sound/weapons/gun/general/ballistic_click.ogg', suppressed_volume, vary_fire_sound, ignore_walls = FALSE, extrarange = SILENCED_SOUND_EXTRARANGE, falloff_distance = 0, frequency = click_frequency_to_use)
playsound(src, 'sound/items/weapons/gun/general/ballistic_click.ogg', suppressed_volume, vary_fire_sound, ignore_walls = FALSE, extrarange = SILENCED_SOUND_EXTRARANGE, falloff_distance = 0, frequency = click_frequency_to_use)
else
playsound(src, fire_sound, fire_sound_volume, vary_fire_sound)
if(play_click)
playsound(src, 'sound/weapons/gun/general/ballistic_click.ogg', fire_sound_volume, vary_fire_sound, frequency = click_frequency_to_use)
playsound(src, 'sound/items/weapons/gun/general/ballistic_click.ogg', fire_sound_volume, vary_fire_sound, frequency = click_frequency_to_use)
/obj/item/gun/ballistic/revolver/verb/spin()
@@ -107,7 +107,7 @@
desc = "A classic, if not outdated, lethal firearm. Uses .38 Special rounds."
accepted_magazine_type = /obj/item/ammo_box/magazine/internal/cylinder/rev38
icon_state = "c38"
fire_sound = 'sound/weapons/gun/revolver/shot.ogg'
fire_sound = 'sound/items/weapons/gun/revolver/shot.ogg'
/obj/item/gun/ballistic/revolver/c38/detective
name = "\improper Colt Detective Special"
@@ -115,9 +115,9 @@
can_modify_ammo = TRUE
initial_caliber = CALIBER_38
initial_fire_sound = 'sound/weapons/gun/revolver/shot.ogg'
initial_fire_sound = 'sound/items/weapons/gun/revolver/shot.ogg'
alternative_caliber = CALIBER_357
alternative_fire_sound = 'sound/weapons/gun/revolver/shot_alt.ogg'
alternative_fire_sound = 'sound/items/weapons/gun/revolver/shot_alt.ogg'
alternative_ammo_misfires = TRUE
misfire_probability = 0
misfire_percentage_increment = 25 //about 1 in 4 rounds, which increases rapidly every shot
@@ -160,7 +160,7 @@
name = "\improper Golden revolver"
desc = "This ain't no game, ain't never been no show, And I'll gladly gun down the oldest lady you know. Uses .357 ammo."
icon_state = "goldrevolver"
fire_sound = 'sound/weapons/resonator_blast.ogg'
fire_sound = 'sound/items/weapons/resonator_blast.ogg'
recoil = 8
pin = /obj/item/firing_pin
@@ -9,10 +9,10 @@
bolt_type = BOLT_TYPE_LOCKING
semi_auto = FALSE
internal_magazine = TRUE
fire_sound = 'sound/weapons/gun/rifle/shot_heavy.ogg'
fire_sound = 'sound/items/weapons/gun/rifle/shot_heavy.ogg'
fire_sound_volume = 90
rack_sound = 'sound/weapons/gun/rifle/bolt_out.ogg'
bolt_drop_sound = 'sound/weapons/gun/rifle/bolt_in.ogg'
rack_sound = 'sound/items/weapons/gun/rifle/bolt_out.ogg'
bolt_drop_sound = 'sound/items/weapons/gun/rifle/bolt_in.ogg'
tac_reloads = FALSE
/obj/item/gun/ballistic/rifle/rack(mob/user = null)
@@ -83,7 +83,7 @@
else
unjam_chance += 10
balloon_alert(user, "jammed!")
playsound(user,'sound/weapons/jammed.ogg', 75, TRUE)
playsound(user,'sound/items/weapons/jammed.ogg', 75, TRUE)
return FALSE
..()
@@ -126,7 +126,7 @@
inhand_icon_state = "speargun"
worn_icon_state = "speargun"
accepted_magazine_type = /obj/item/ammo_box/magazine/internal/boltaction/harpoon
fire_sound = 'sound/weapons/gun/sniper/shot.ogg'
fire_sound = 'sound/items/weapons/gun/sniper/shot.ogg'
can_be_sawn_off = FALSE
SET_BASE_PIXEL(0, 0)
@@ -200,7 +200,7 @@
icon_state = "rebarxbow"
inhand_icon_state = "rebarxbow"
worn_icon_state = "rebarxbow"
rack_sound = 'sound/weapons/gun/sniper/rack.ogg'
rack_sound = 'sound/items/weapons/gun/sniper/rack.ogg'
mag_display = FALSE
empty_indicator = TRUE
bolt_type = BOLT_TYPE_OPEN
@@ -297,7 +297,7 @@
icon_state = "pipegun"
inhand_icon_state = "pipegun"
worn_icon_state = "pipegun"
fire_sound = 'sound/weapons/gun/sniper/shot.ogg'
fire_sound = 'sound/items/weapons/gun/sniper/shot.ogg'
accepted_magazine_type = /obj/item/ammo_box/magazine/internal/boltaction/pipegun
projectile_damage_multiplier = 1.35
@@ -424,11 +424,11 @@
weapon_weight = WEAPON_HEAVY
inhand_icon_state = "sniper"
worn_icon_state = null
fire_sound = 'sound/weapons/gun/sniper/shot.ogg'
fire_sound = 'sound/items/weapons/gun/sniper/shot.ogg'
fire_sound_volume = 90
load_sound = 'sound/weapons/gun/sniper/mag_insert.ogg'
rack_sound = 'sound/weapons/gun/sniper/rack.ogg'
suppressed_sound = 'sound/weapons/gun/general/heavy_shot_suppressed.ogg'
load_sound = 'sound/items/weapons/gun/sniper/mag_insert.ogg'
rack_sound = 'sound/items/weapons/gun/sniper/rack.ogg'
suppressed_sound = 'sound/items/weapons/gun/general/heavy_shot_suppressed.ogg'
recoil = 2
accepted_magazine_type = /obj/item/ammo_box/magazine/sniper_rounds
internal_magazine = FALSE
@@ -8,10 +8,10 @@
inhand_icon_state = "shotgun"
inhand_x_dimension = 64
inhand_y_dimension = 64
fire_sound = 'sound/weapons/gun/shotgun/shot.ogg'
fire_sound = 'sound/items/weapons/gun/shotgun/shot.ogg'
fire_sound_volume = 90
rack_sound = 'sound/weapons/gun/shotgun/rack.ogg'
load_sound = 'sound/weapons/gun/shotgun/insert_shell.ogg'
rack_sound = 'sound/items/weapons/gun/shotgun/rack.ogg'
load_sound = 'sound/items/weapons/gun/shotgun/insert_shell.ogg'
w_class = WEIGHT_CLASS_BULKY
force = 10
obj_flags = CONDUCTS_ELECTRICITY
@@ -159,7 +159,7 @@
burst_size = 2
fire_delay = 1
pin = /obj/item/firing_pin/implant/pindicate
fire_sound = 'sound/weapons/gun/shotgun/shot_alt.ogg'
fire_sound = 'sound/items/weapons/gun/shotgun/shot_alt.ogg'
actions_types = list(/datum/action/item_action/toggle_firemode)
mag_display = TRUE
empty_indicator = TRUE
@@ -321,7 +321,7 @@
sharpness = SHARP_POINTY //it does in fact, have a hook on it
attack_verb_continuous = list("slashes", "hooks", "stabs")
attack_verb_simple = list("slash", "hook", "stab")
hitsound = 'sound/weapons/bladeslice.ogg'
hitsound = 'sound/items/weapons/bladeslice.ogg'
//our hook gun!
var/obj/item/gun/magic/hook/bounty/hook
+2 -2
View File
@@ -3,8 +3,8 @@
name = "energy gun"
desc = "A basic energy-based gun."
icon = 'icons/obj/weapons/guns/energy.dmi'
pickup_sound = 'sound/items/gun_pick_up.ogg'
drop_sound = 'sound/items/gun_drop.ogg'
pickup_sound = 'sound/items/handling/gun/gun_pick_up.ogg'
drop_sound = 'sound/items/handling/gun/gun_drop.ogg'
sound_vary = TRUE
/// What type of power cell this uses
@@ -6,7 +6,7 @@
icon_state = "esniper"
inhand_icon_state = null
worn_icon_state = null
fire_sound = 'sound/weapons/beam_sniper.ogg'
fire_sound = 'sound/items/weapons/beam_sniper.ogg'
slot_flags = ITEM_SLOT_BACK
force = 20 //This is maybe the sanest part of this weapon.
custom_materials = null
@@ -38,12 +38,12 @@
projectile_type = /obj/projectile/beam/event_horizon
select_name = "doomsday"
e_cost = LASER_SHOTS(1, STANDARD_CELL_CHARGE)
fire_sound = 'sound/weapons/beam_sniper.ogg'
fire_sound = 'sound/items/weapons/beam_sniper.ogg'
/obj/projectile/beam/event_horizon
name = "anti-existential beam"
icon = null
hitsound = 'sound/effects/explosion3.ogg'
hitsound = 'sound/effects/explosion/explosion3.ogg'
damage = 100 // Does it matter?
damage_type = BURN
armor_flag = ENERGY
@@ -19,7 +19,7 @@
charging_cell = get_cell(), \
charge_amount = STANDARD_CELL_CHARGE * 0.5, \
cooldown_time = 2 SECONDS, \
charge_sound = 'sound/weapons/laser_crank.ogg', \
charge_sound = 'sound/items/weapons/laser_crank.ogg', \
charge_sound_cooldown_time = 1.8 SECONDS, \
)
@@ -52,7 +52,7 @@
charging_cell = get_cell(), \
charge_amount = STANDARD_CELL_CHARGE, \
cooldown_time = 2 SECONDS, \
charge_sound = 'sound/weapons/laser_crank.ogg', \
charge_sound = 'sound/items/weapons/laser_crank.ogg', \
charge_sound_cooldown_time = 1.8 SECONDS, \
)
@@ -99,7 +99,7 @@
spin_to_win = TRUE, \
charge_amount = LASER_SHOTS(8, STANDARD_CELL_CHARGE), \
cooldown_time = 0.8 SECONDS, \
charge_sound = 'sound/weapons/kinetic_reload.ogg', \
charge_sound = 'sound/items/weapons/kinetic_reload.ogg', \
charge_sound_cooldown_time = 0.8 SECONDS, \
)
@@ -173,7 +173,7 @@
projectile_type = /obj/projectile/kinetic
select_name = "kinetic"
e_cost = LASER_SHOTS(1, STANDARD_CELL_CHARGE * 0.5)
fire_sound = 'sound/weapons/kinetic_accel.ogg'
fire_sound = 'sound/items/weapons/kinetic_accel.ogg'
/obj/item/ammo_casing/energy/kinetic/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
..()
@@ -315,7 +315,7 @@
if(transfer_to_loc && !user.transferItemToLoc(src, KA))
return
to_chat(user, span_notice("You install the modkit."))
playsound(loc, 'sound/items/screwdriver.ogg', 100, TRUE)
playsound(loc, 'sound/items/tools/screwdriver.ogg', 100, TRUE)
KA.modkits |= src
else
to_chat(user, span_notice("The modkit you're trying to install would conflict with an already installed modkit. Remove existing modkits first."))
@@ -141,7 +141,7 @@
/obj/item/ammo_casing/energy/laser/accelerator
projectile_type = /obj/projectile/beam/laser/accelerator
select_name = "accelerator"
fire_sound = 'sound/weapons/lasercannonfire.ogg'
fire_sound = 'sound/items/weapons/lasercannonfire.ogg'
/obj/projectile/beam/laser/accelerator
name = "accelerator laser"
@@ -12,7 +12,7 @@
/// How much time we need to recharge
var/recharge_time = 1.6 SECONDS
/// Sound we use when recharged
var/recharge_sound = 'sound/weapons/kinetic_reload.ogg'
var/recharge_sound = 'sound/items/weapons/kinetic_reload.ogg'
/// An ID for our recharging timer.
var/recharge_timerid
/// Do we recharge slower with more of our type?
@@ -95,7 +95,7 @@
can_charge = FALSE
gun_flags = NOT_A_REAL_GUN
heat = 3800
usesound = list('sound/items/welder.ogg', 'sound/items/welder2.ogg')
usesound = list('sound/items/tools/welder.ogg', 'sound/items/tools/welder2.ogg')
tool_behaviour = TOOL_WELDER
toolspeed = 0.7 //plasmacutters can be used as welders, and are faster than standard welders
@@ -106,7 +106,7 @@
speed = 2.5 SECONDS, \
effectiveness = 105, \
bonus_modifier = 0, \
butcher_sound = 'sound/weapons/plasma_cutter.ogg', \
butcher_sound = 'sound/items/weapons/plasma_cutter.ogg', \
)
AddElement(/datum/element/tool_flash, 1)
@@ -379,7 +379,7 @@
icon = 'icons/obj/weapons/guns/ballistic.dmi'
icon_state = "revolver"
ammo_type = list(/obj/item/ammo_casing/energy/marksman)
fire_sound = 'sound/weapons/gun/revolver/shot_alt.ogg'
fire_sound = 'sound/items/weapons/gun/revolver/shot_alt.ogg'
automatic_charge_overlays = FALSE
/// How many coins we can have at a time. Set to 0 for infinite
var/max_coins = 4
@@ -440,7 +440,7 @@
desc = "A competitive design to the tesla cannon, that instead of charging latent electrons, releases energy into photons. Eye protection is recommended."
icon_state = "photon"
inhand_icon_state = "tesla"
fire_sound = 'sound/weapons/lasercannonfire.ogg'
fire_sound = 'sound/items/weapons/lasercannonfire.ogg'
ammo_type = list(/obj/item/ammo_casing/energy/photon)
shaded_charge = TRUE
weapon_weight = WEAPON_HEAVY
+1 -1
View File
@@ -6,7 +6,7 @@
inhand_icon_state = "staff"
lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi' //not really a gun and some toys use these inhands
righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi'
fire_sound = 'sound/weapons/emitter.ogg'
fire_sound = 'sound/items/weapons/emitter.ogg'
obj_flags = CONDUCTS_ELECTRICITY
w_class = WEIGHT_CLASS_HUGE
///what kind of magic is this
@@ -1,7 +1,7 @@
/obj/item/gun/magic/wand/arcane_barrage
name = "arcane barrage"
desc = "Pew Pew Pew."
fire_sound = 'sound/weapons/emitter.ogg'
fire_sound = 'sound/items/weapons/emitter.ogg'
icon = 'icons/obj/weapons/guns/ballistic.dmi'
icon_state = "arcane_barrage"
inhand_icon_state = "arcane_barrage"
+15 -15
View File
@@ -33,7 +33,7 @@
/obj/item/gun/magic/staff/change
name = "staff of change"
desc = "An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself."
fire_sound = 'sound/magic/staff_change.ogg'
fire_sound = 'sound/effects/magic/staff_change.ogg'
ammo_type = /obj/item/ammo_casing/magic/change
icon_state = "staffofchange"
inhand_icon_state = "staffofchange"
@@ -64,7 +64,7 @@
/obj/item/gun/magic/staff/animate
name = "staff of animation"
desc = "An artefact that spits bolts of life-force which causes objects which are hit by it to animate and come to life! This magic doesn't affect machines."
fire_sound = 'sound/magic/staff_animation.ogg'
fire_sound = 'sound/effects/magic/staff_animation.ogg'
ammo_type = /obj/item/ammo_casing/magic/animate
icon_state = "staffofanimation"
inhand_icon_state = "staffofanimation"
@@ -73,7 +73,7 @@
/obj/item/gun/magic/staff/healing
name = "staff of healing"
desc = "An artefact that spits bolts of restoring magic which can remove ailments of all kinds and even raise the dead."
fire_sound = 'sound/magic/staff_healing.ogg'
fire_sound = 'sound/effects/magic/staff_healing.ogg'
ammo_type = /obj/item/ammo_casing/magic/heal
icon_state = "staffofhealing"
inhand_icon_state = "staffofhealing"
@@ -120,7 +120,7 @@
/obj/item/gun/magic/staff/chaos
name = "staff of chaos"
desc = "An artefact that spits bolts of chaotic magic that can potentially do anything."
fire_sound = 'sound/magic/staff_chaos.ogg'
fire_sound = 'sound/effects/magic/staff_chaos.ogg'
ammo_type = /obj/item/ammo_casing/magic/chaos
icon_state = "staffofchaos"
inhand_icon_state = "staffofchaos"
@@ -215,7 +215,7 @@
/obj/item/gun/magic/staff/door
name = "staff of door creation"
desc = "An artefact that spits bolts of transformative magic that can create doors in walls."
fire_sound = 'sound/magic/staff_door.ogg'
fire_sound = 'sound/effects/magic/staff_door.ogg'
ammo_type = /obj/item/ammo_casing/magic/door
icon_state = "staffofdoor"
inhand_icon_state = "staffofdoor"
@@ -227,7 +227,7 @@
/obj/item/gun/magic/staff/honk
name = "staff of the honkmother"
desc = "Honk."
fire_sound = 'sound/items/airhorn.ogg'
fire_sound = 'sound/items/airhorn/airhorn.ogg'
ammo_type = /obj/item/ammo_casing/magic/honk
icon_state = "honker"
inhand_icon_state = "honker"
@@ -238,14 +238,14 @@
/obj/item/gun/magic/staff/spellblade
name = "spellblade"
desc = "A deadly combination of laziness and bloodlust, this blade allows the user to dismember their enemies without all the hard work of actually swinging the sword."
fire_sound = 'sound/magic/fireball.ogg'
fire_sound = 'sound/effects/magic/fireball.ogg'
ammo_type = /obj/item/ammo_casing/magic/spellblade
icon_state = "spellblade"
inhand_icon_state = "spellblade"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
hitsound = 'sound/weapons/rapierhit.ogg'
block_sound = 'sound/weapons/parry.ogg'
hitsound = 'sound/items/weapons/rapierhit.ogg'
block_sound = 'sound/items/weapons/parry.ogg'
force = 20
armour_penetration = 75
block_chance = 50
@@ -270,7 +270,7 @@
/obj/item/gun/magic/staff/locker
name = "staff of the locker"
desc = "An artefact that expells encapsulating bolts, for incapacitating thy enemy."
fire_sound = 'sound/magic/staff_change.ogg'
fire_sound = 'sound/effects/magic/staff_change.ogg'
ammo_type = /obj/item/ammo_casing/magic/locker
icon_state = "locker"
inhand_icon_state = "locker"
@@ -284,7 +284,7 @@
/obj/item/gun/magic/staff/flying
name = "staff of flying"
desc = "An artefact that spits bolts of graceful magic that can make something fly."
fire_sound = 'sound/magic/staff_healing.ogg'
fire_sound = 'sound/effects/magic/staff_healing.ogg'
ammo_type = /obj/item/ammo_casing/magic/flying
icon_state = "staffofflight"
inhand_icon_state = "staffofchange"
@@ -294,7 +294,7 @@
/obj/item/gun/magic/staff/babel
name = "staff of babel"
desc = "An artefact that spits bolts of confusion magic that can make something depressed and incoherent."
fire_sound = 'sound/magic/staff_change.ogg'
fire_sound = 'sound/effects/magic/staff_change.ogg'
ammo_type = /obj/item/ammo_casing/magic/babel
icon_state = "staffofbabel"
inhand_icon_state = "staffofdoor"
@@ -304,7 +304,7 @@
/obj/item/gun/magic/staff/necropotence
name = "staff of necropotence"
desc = "An artefact that spits bolts of death magic that can repurpose the soul."
fire_sound = 'sound/magic/staff_change.ogg'
fire_sound = 'sound/effects/magic/staff_change.ogg'
ammo_type = /obj/item/ammo_casing/magic/necropotence
icon_state = "staffofnecropotence"
inhand_icon_state = "staffofchaos"
@@ -314,7 +314,7 @@
/obj/item/gun/magic/staff/wipe
name = "staff of possession"
desc = "An artefact that spits bolts of mind-unlocking magic that can let ghosts invade the victim's mind."
fire_sound = 'sound/magic/staff_change.ogg'
fire_sound = 'sound/effects/magic/staff_change.ogg'
ammo_type = /obj/item/ammo_casing/magic/wipe
icon_state = "staffofwipe"
inhand_icon_state = "pharoah_sceptre"
@@ -324,7 +324,7 @@
/obj/item/gun/magic/staff/shrink
name = "staff of shrinking"
desc = "An artefact that spits bolts of tiny magic that makes things small. It's easily mistaken for a wand."
fire_sound = 'sound/magic/staff_shrink.ogg'
fire_sound = 'sound/effects/magic/staff_shrink.ogg'
ammo_type = /obj/item/ammo_casing/magic/shrink
icon_state = "shrinkstaff"
inhand_icon_state = "staff"
+8 -8
View File
@@ -65,7 +65,7 @@
name = "wand of death"
desc = "This deadly wand overwhelms the victim's body with pure energy, slaying them without fail."
school = SCHOOL_NECROMANCY
fire_sound = 'sound/magic/wandodeath.ogg'
fire_sound = 'sound/effects/magic/wandodeath.ogg'
ammo_type = /obj/item/ammo_casing/magic/death
icon_state = "deathwand"
base_icon_state = "deathwand"
@@ -105,7 +105,7 @@
desc = "This wand uses healing magics to heal and revive. They are rarely utilized within the Wizard Federation for some reason."
school = SCHOOL_RESTORATION
ammo_type = /obj/item/ammo_casing/magic/heal
fire_sound = 'sound/magic/staff_healing.ogg'
fire_sound = 'sound/effects/magic/staff_healing.ogg'
icon_state = "revivewand"
base_icon_state = "revivewand"
max_charges = 10 //10, 5, 5, 4
@@ -146,7 +146,7 @@
ammo_type = /obj/item/ammo_casing/magic/change
icon_state = "polywand"
base_icon_state = "polywand"
fire_sound = 'sound/magic/staff_change.ogg'
fire_sound = 'sound/effects/magic/staff_change.ogg'
max_charges = 10 //10, 5, 5, 4
/obj/item/gun/magic/wand/polymorph/zap_self(mob/living/user)
@@ -164,7 +164,7 @@
desc = "This wand will wrench targets through space and time to move them somewhere else."
school = SCHOOL_TRANSLOCATION
ammo_type = /obj/item/ammo_casing/magic/teleport
fire_sound = 'sound/magic/wand_teleport.ogg'
fire_sound = 'sound/effects/magic/wand_teleport.ogg'
icon_state = "telewand"
base_icon_state = "telewand"
max_charges = 10 //10, 5, 5, 4
@@ -183,7 +183,7 @@
desc = "This wand will use the lightest of bluespace currents to gently place the target somewhere safe."
school = SCHOOL_TRANSLOCATION
ammo_type = /obj/item/ammo_casing/magic/safety
fire_sound = 'sound/magic/wand_teleport.ogg'
fire_sound = 'sound/effects/magic/wand_teleport.ogg'
icon_state = "telewand"
base_icon_state = "telewand"
max_charges = 10 //10, 5, 5, 4
@@ -219,7 +219,7 @@
ammo_type = /obj/item/ammo_casing/magic/door
icon_state = "doorwand"
base_icon_state = "doorwand"
fire_sound = 'sound/magic/staff_door.ogg'
fire_sound = 'sound/effects/magic/staff_door.ogg'
max_charges = 20 //20, 10, 10, 7
no_den_usage = 1
@@ -236,7 +236,7 @@
name = "wand of fireball"
desc = "This wand shoots scorching balls of fire that explode into destructive flames."
school = SCHOOL_EVOCATION
fire_sound = 'sound/magic/fireball.ogg'
fire_sound = 'sound/effects/magic/fireball.ogg'
ammo_type = /obj/item/ammo_casing/magic/fireball
icon_state = "firewand"
base_icon_state = "firewand"
@@ -267,7 +267,7 @@
ammo_type = /obj/item/ammo_casing/magic/shrink/wand
icon_state = "shrinkwand"
base_icon_state = "shrinkwand"
fire_sound = 'sound/magic/staff_shrink.ogg'
fire_sound = 'sound/effects/magic/staff_shrink.ogg'
max_charges = 10 //10, 5, 5, 4
no_den_usage = TRUE
w_class = WEIGHT_CLASS_TINY
@@ -23,7 +23,7 @@
base_icon_state = "blastcannon"
w_class = WEIGHT_CLASS_NORMAL
force = 10
fire_sound = 'sound/weapons/blastcannon.ogg'
fire_sound = 'sound/items/weapons/blastcannon.ogg'
item_flags = NONE
clumsy_check = FALSE
randomspread = FALSE
@@ -52,5 +52,5 @@
user.log_message("fired a grenade ([F.name]) with a grenade launcher ([src]) from [AREACOORD(user)] at [target] [AREACOORD(target)].", LOG_ATTACK, log_globally = FALSE)
F.active = 1
F.icon_state = initial(F.icon_state) + "_active"
playsound(user.loc, 'sound/weapons/armbomb.ogg', 75, TRUE, -3)
playsound(user.loc, 'sound/items/weapons/armbomb.ogg', 75, TRUE, -3)
addtimer(CALLBACK(F, TYPE_PROC_REF(/obj/item/grenade, detonate)), 1.5 SECONDS)
@@ -9,7 +9,7 @@
worn_icon_state = "gun"
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
fire_sound = 'sound/weapons/gun/rifle/shot.ogg'
fire_sound = 'sound/items/weapons/gun/rifle/shot.ogg'
pinless = TRUE
max_charges = 1
can_charge = FALSE
@@ -143,7 +143,7 @@
victim.visible_message(span_suicide("[victim] holds the barrel of [src] to [victim.p_their()] head, lighting the fuse. It looks like [user.p_theyre()] trying to commit suicide!"))
if(!do_after(victim, 1.5 SECONDS))
return
playsound(src, 'sound/weapons/gun/rifle/shot.ogg', 75, TRUE)
playsound(src, 'sound/items/weapons/gun/rifle/shot.ogg', 75, TRUE)
to_chat(victim, span_danger("You don't even have the time to register the gunshot by the time your body has completely converted into a golden statue."))
var/newcolors = list(rgb(206, 164, 50), rgb(146, 146, 139), rgb(28,28,28), rgb(0,0,0))
victim.petrify(statue_timer = INFINITY, save_brain = FALSE, colorlist = newcolors)
@@ -10,7 +10,7 @@
inhand_icon_state = "hook"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
fire_sound = 'sound/weapons/batonextend.ogg'
fire_sound = 'sound/items/weapons/batonextend.ogg'
pinless = TRUE
max_charges = 1
item_flags = NEEDS_PERMIT | NOBLUDGEON
@@ -36,7 +36,7 @@
playsound(get_turf(src), fire_sound, 50, TRUE, -1)
user.visible_message(span_suicide("[user] is using the [src] on their [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!"))
playsound(get_turf(src), 'sound/weapons/bladeslice.ogg', 70)
playsound(get_turf(src), 'sound/items/weapons/bladeslice.ogg', 70)
removable.dismember(silent = FALSE)
return BRUTELOSS
@@ -19,7 +19,7 @@
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT)
clumsy_check = FALSE
fire_sound = 'sound/items/syringeproj.ogg'
var/load_sound = 'sound/weapons/gun/shotgun/insert_shell.ogg'
var/load_sound = 'sound/items/weapons/gun/shotgun/insert_shell.ogg'
var/list/syringes = list()
var/max_syringes = 1 ///The number of syringes it can store.
var/has_syringe_overlay = TRUE ///If it has an overlay for inserted syringes. If true, the overlay is determined by the number of syringes inserted into it.
+1 -1
View File
@@ -16,7 +16,7 @@
blocks_emissive = EMISSIVE_BLOCK_GENERIC
layer = MOB_LAYER
//The sound this plays on impact.
var/hitsound = 'sound/weapons/pierce.ogg'
var/hitsound = 'sound/items/weapons/pierce.ogg'
var/hitsound_wall = ""
resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
+3 -3
View File
@@ -4,8 +4,8 @@
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 20
damage_type = BURN
hitsound = 'sound/weapons/sear.ogg'
hitsound_wall = 'sound/weapons/effects/searwall.ogg'
hitsound = 'sound/items/weapons/sear.ogg'
hitsound_wall = 'sound/items/weapons/effects/searwall.ogg'
armor_flag = LASER
eyeblur = 4 SECONDS
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
@@ -135,7 +135,7 @@
damage = 30
damage_type = STAMINA
armor_flag = ENERGY
hitsound = 'sound/weapons/sear_disabler.ogg'
hitsound = 'sound/items/weapons/sear_disabler.ogg'
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_BLUE
tracer_type = /obj/effect/projectile/tracer/disabler
@@ -10,7 +10,7 @@
stutter = 20 SECONDS
embed_type = null
hitsound = 'sound/effects/meteorimpact.ogg'
hitsound_wall = 'sound/weapons/sonic_jackhammer.ogg'
hitsound_wall = 'sound/items/weapons/sonic_jackhammer.ogg'
/// If our cannonball hits something, it reduces the damage by this value.
var/damage_decrease_on_hit = 10
/// This is the cutoff point of our cannonball, so that it stops piercing past this value.
@@ -141,6 +141,6 @@
/obj/projectile/bullet/shotgun_breaching
name = "12g breaching round"
desc = "A breaching round designed to destroy airlocks and windows with only a few shots. Ineffective against other targets."
hitsound = 'sound/weapons/sonic_jackhammer.ogg'
hitsound = 'sound/items/weapons/sonic_jackhammer.ogg'
damage = 5 //does shit damage to everything except doors and windows
demolition_mod = 200 //one shot to break a window or grille, or two shots to breach an airlock door
@@ -3,7 +3,7 @@
icon_state = "e_netting"
damage = 10
damage_type = STAMINA
hitsound = 'sound/weapons/taserhit.ogg'
hitsound = 'sound/items/weapons/taserhit.ogg'
range = 10
/obj/projectile/energy/net/Initialize(mapload)
@@ -118,7 +118,7 @@
/obj/projectile/energy/trap
name = "energy snare"
icon_state = "e_snare"
hitsound = 'sound/weapons/taserhit.ogg'
hitsound = 'sound/items/weapons/taserhit.ogg'
range = 4
/obj/projectile/energy/trap/on_hit(atom/target, blocked = 0, pierce_hit)
@@ -136,7 +136,7 @@
/obj/projectile/energy/trap/cyborg
name = "Energy Bola"
icon_state = "e_snare"
hitsound = 'sound/weapons/taserhit.ogg'
hitsound = 'sound/items/weapons/taserhit.ogg'
range = 10
/obj/projectile/energy/trap/cyborg/on_hit(atom/target, blocked = 0, pierce_hit)
@@ -7,7 +7,7 @@
damage_type = TOX
damage = 10
speed = 0.4
hitsound = 'sound/weapons/emitter2.ogg'
hitsound = 'sound/items/weapons/emitter2.ogg'
impact_type = /obj/effect/projectile/impact/xray
var/static/list/particle_colors = list(
"red" = COLOR_RED,
@@ -50,7 +50,7 @@
/obj/projectile/energy/photon/on_range()
do_sparks(rand(4, 9), FALSE, src)
playsound(loc, 'sound/weapons/solarflare.ogg', 100, FALSE, 8, 0.9)
playsound(loc, 'sound/items/weapons/solarflare.ogg', 100, FALSE, 8, 0.9)
for(var/mob/living/flashed_mob in viewers(5, loc))
flashed_mob.flash_act()
return ..()
@@ -5,7 +5,7 @@
paralyze = 10 SECONDS
stutter = 10 SECONDS
jitter = 40 SECONDS
hitsound = 'sound/weapons/taserhit.ogg'
hitsound = 'sound/items/weapons/taserhit.ogg'
range = 7
tracer_type = /obj/effect/projectile/tracer/stun
muzzle_type = /obj/effect/projectile/muzzle/stun
@@ -21,7 +21,7 @@
if(how_cold_is_target < danger_zone)
explosion(cold_target, devastation_range = -1, heavy_impact_range = -1, light_impact_range = 2, flame_range = 3) //maybe stand back a bit
cold_target.bodytemperature = cold_target.dna.species.bodytemp_normal //avoids repeat explosions, maybe could be used to heat up again?
playsound(cold_target, 'sound/weapons/sear.ogg', 30, TRUE, -1)
playsound(cold_target, 'sound/items/weapons/sear.ogg', 30, TRUE, -1)
/obj/projectile/energy/cryo
name = "frozen nanite bullet"
@@ -47,4 +47,4 @@
hot_target.Knockdown(100)
hot_target.apply_damage(20, BURN)
hot_target.bodytemperature = hot_target.dna.species.bodytemp_normal //avoids repeat knockdowns, maybe could be used to cool down again?
playsound(hot_target, 'sound/weapons/sonic_jackhammer.ogg', 30, TRUE, -1)
playsound(hot_target, 'sound/items/weapons/sonic_jackhammer.ogg', 30, TRUE, -1)
+5 -5
View File
@@ -192,7 +192,7 @@
icon_state = "arcane_barrage"
damage = 20
damage_type = BURN
hitsound = 'sound/weapons/barragespellhit.ogg'
hitsound = 'sound/items/weapons/barragespellhit.ogg'
/obj/projectile/magic/locker
name = "locker bolt"
@@ -522,7 +522,7 @@
trigger_range = 0
can_only_hit_target = TRUE
paralyze = 6 SECONDS
hitsound = 'sound/magic/mm_hit.ogg'
hitsound = 'sound/effects/magic/mm_hit.ogg'
trail = TRUE
trail_lifespan = 0.5 SECONDS
@@ -539,7 +539,7 @@
damage = 30
damage_type = BRUTE
knockdown = 50
hitsound = 'sound/weapons/punch3.ogg'
hitsound = 'sound/items/weapons/punch3.ogg'
trigger_range = 0
antimagic_flags = MAGIC_RESISTANCE_HOLY
ignored_factions = list(FACTION_CULT)
@@ -550,7 +550,7 @@
/obj/projectile/magic/aoe/juggernaut/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
var/turf/target_turf = get_turf(src)
playsound(target_turf, 'sound/weapons/resonator_blast.ogg', 100, FALSE)
playsound(target_turf, 'sound/items/weapons/resonator_blast.ogg', 100, FALSE)
new /obj/effect/temp_visual/cult/sac(target_turf)
for(var/obj/adjacent_object in range(1, src))
if(!adjacent_object.density)
@@ -585,7 +585,7 @@
/obj/projectile/magic/shrink
name = "shrink ray"
icon_state = "blue_laser"
hitsound = 'sound/weapons/shrink_hit.ogg'
hitsound = 'sound/items/weapons/shrink_hit.ogg'
damage = 0
damage_type = STAMINA
armor_flag = ENERGY
@@ -5,7 +5,7 @@
name = "curse hand"
icon_state = "cursehand0"
base_icon_state = "cursehand"
hitsound = 'sound/effects/curse4.ogg'
hitsound = 'sound/effects/curse/curse4.ogg'
layer = LARGE_MOB_LAYER
damage_type = BURN
damage = 10
@@ -44,7 +44,7 @@
if(arm)
QDEL_NULL(arm)
if((movement_type & PHASING))
playsound(src, 'sound/effects/curse3.ogg', 25, TRUE, -1)
playsound(src, 'sound/effects/curse/curse3.ogg', 25, TRUE, -1)
var/turf/T = get_step(src, dir)
var/obj/effect/temp_visual/dir_setting/curse/hand/leftover = new(T, dir)
leftover.icon_state = icon_state
@@ -2,7 +2,7 @@
name = "repulsion bolt"
icon = 'icons/effects/effects.dmi'
icon_state = "chronofield"
hitsound = 'sound/weapons/wave.ogg'
hitsound = 'sound/items/weapons/wave.ogg'
damage = 0
damage_type = BRUTE
color = COLOR_BLUE_LIGHT
@@ -36,7 +36,7 @@
name = "attraction bolt"
icon = 'icons/effects/effects.dmi'
icon_state = "chronofield"
hitsound = 'sound/weapons/wave.ogg'
hitsound = 'sound/items/weapons/wave.ogg'
damage = 0
damage_type = BRUTE
color = "#FF6600"
@@ -69,7 +69,7 @@
name = "gravitational blast"
icon = 'icons/effects/effects.dmi'
icon_state = "chronofield"
hitsound = 'sound/weapons/wave.ogg'
hitsound = 'sound/items/weapons/wave.ogg'
damage = 0
damage_type = BRUTE
color = COLOR_FULL_TONER_BLACK