[MIRROR] Gives the chainsaw start/stop/loop SFX, makes the arm-mounted chainsaw a subtype of a regular chainsaw [MDB IGNORE] (#19950)

* Gives the chainsaw start/stop/loop SFX, makes the arm-mounted chainsaw a subtype of a regular chainsaw (#73996)

## About The Pull Request

The chainsaw now has an audio loop, as well as SFX for starting and
stopping. I'm pretty confident that I did the attribution stuff
correctly.

https://user-images.githubusercontent.com/28870487/225054900-4bf87ee7-9245-4004-b414-77d0e6e83a7c.mp4

I think this came out well. It may be a bit loud, but I wanted the
volume to be about the same as how the chainsaw slash sound comes out.
Audio stuff isn't really my forte, so let me know if anything sounds
off, or if any adjustments should be made.

To make this work for the mounted chainsaw (more specifically, the
abstract object that enters your hand), it has been made into a chainsaw
subtype. An updatepaths script has been included in the event that
someone has a map where the former path was included (why??).
## Why It's Good For The Game

Makes the chainsaw more menacing. It's one of the most powerful and
beloved pieces of crew weaponry, in addition to being a fucking
chainsaw. If you aren't keen on walking around the hallways with the
chainsaw loop playing like the badass you are, you can always just keep
it off until you get into a fight.

Gives an extra bit of immersion for those special moments where you get
to chainsaw someone to death.
## Changelog
🆑
soundadd: The chainsaw now has SFX for starting, stopping, and idling.
/🆑

* Gives the chainsaw start/stop/loop SFX, makes the arm-mounted chainsaw a subtype of a regular chainsaw

---------

Co-authored-by: Rhials <Datguy33456@gmail.com>
This commit is contained in:
SkyratBot
2023-03-18 03:09:51 -07:00
committed by GitHub
co-authored by Rhials
parent 2457350ce8
commit ef8b8b7372
9 changed files with 80 additions and 46 deletions
+57 -8
View File
@@ -23,17 +23,13 @@
tool_behaviour = TOOL_SAW
toolspeed = 1.5 //Turn it on first you dork
var/on = FALSE
///The looping sound for our chainsaw when running
var/datum/looping_sound/chainsaw/chainsaw_loop
/obj/item/chainsaw/Initialize(mapload)
. = ..()
AddComponent(/datum/component/butchering, \
speed = 3 SECONDS, \
effectiveness = 100, \
bonus_modifier = 0, \
butcher_sound = 'sound/weapons/chainsawhit.ogg', \
disabled = TRUE, \
)
AddComponent(/datum/component/two_handed, require_twohands=TRUE)
chainsaw_loop = new(src)
apply_components()
/obj/item/chainsaw/suicide_act(mob/living/carbon/user)
if(on)
@@ -58,14 +54,32 @@
if(on)
hitsound = 'sound/weapons/chainsawhit.ogg'
chainsaw_loop.start()
else
hitsound = SFX_SWING_HIT
chainsaw_loop.stop()
toolspeed = on ? 0.5 : initial(toolspeed) //Turning it on halves the speed
if(src == user.get_active_held_item()) //update inhands
user.update_held_items()
update_item_action_buttons()
/**
* Handles adding components to the chainsaw. Added in Initialize()
*
* Applies components to the chainsaw. Added as a seperate proc to allow for
* variance between subtypes
*/
/obj/item/chainsaw/proc/apply_components()
AddComponent(/datum/component/butchering, \
speed = 3 SECONDS, \
effectiveness = 100, \
bonus_modifier = 0, \
butcher_sound = 'sound/weapons/chainsawhit.ogg', \
disabled = TRUE, \
)
AddComponent(/datum/component/two_handed, require_twohands=TRUE)
/obj/item/chainsaw/doomslayer
name = "THE GREAT COMMUNICATOR"
desc = "<span class='warning'>VRRRRRRR!!!</span>"
@@ -79,5 +93,40 @@
return TRUE
return FALSE
/obj/item/chainsaw/mounted_chainsaw
name = "mounted chainsaw"
desc = "A chainsaw that has replaced your arm."
inhand_icon_state = "mounted_chainsaw"
item_flags = ABSTRACT | DROPDEL
throwforce = 0
throw_range = 0
throw_speed = 0
toolspeed = 1
/obj/item/chainsaw/mounted_chainsaw/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, HAND_REPLACEMENT_TRAIT)
/obj/item/chainsaw/mounted_chainsaw/Destroy()
var/obj/item/bodypart/part
new /obj/item/chainsaw(get_turf(src))
if(iscarbon(loc))
var/mob/living/carbon/holder = loc
var/index = holder.get_held_index_of_item(src)
if(index)
part = holder.hand_bodyparts[index]
. = ..()
if(part)
part.drop_limb()
/obj/item/chainsaw/mounted_chainsaw/apply_components()
AddComponent(/datum/component/butchering, \
speed = 3 SECONDS, \
effectiveness = 100, \
bonus_modifier = 0, \
butcher_sound = 'sound/weapons/chainsawhit.ogg', \
disabled = TRUE, \
)
/datum/action/item_action/startchainsaw
name = "Pull The Starting Cord"
-37
View File
@@ -575,43 +575,6 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
/obj/item/ectoplasm/mystic
icon_state = "mysticplasm"
/obj/item/mounted_chainsaw
name = "mounted chainsaw"
desc = "A chainsaw that has replaced your arm."
icon_state = "chainsaw_on"
inhand_icon_state = "mounted_chainsaw"
lefthand_file = 'icons/mob/inhands/weapons/chainsaw_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/chainsaw_righthand.dmi'
item_flags = ABSTRACT | DROPDEL
w_class = WEIGHT_CLASS_HUGE
force = 24
throwforce = 0
throw_range = 0
throw_speed = 0
sharpness = SHARP_EDGED
attack_verb_continuous = list("saws", "tears", "lacerates", "cuts", "chops", "dices")
attack_verb_simple = list("saw", "tear", "lacerate", "cut", "chop", "dice")
hitsound = 'sound/weapons/chainsawhit.ogg'
tool_behaviour = TOOL_SAW
toolspeed = 1
/obj/item/mounted_chainsaw/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, HAND_REPLACEMENT_TRAIT)
/obj/item/mounted_chainsaw/Destroy()
var/obj/item/bodypart/part
new /obj/item/chainsaw(get_turf(src))
if(iscarbon(loc))
var/mob/living/carbon/holder = loc
var/index = holder.get_held_index_of_item(src)
if(index)
part = holder.hand_bodyparts[index]
. = ..()
if(part)
part.drop_limb()
/obj/item/statuebust
name = "bust"
desc = "A priceless ancient marble bust, the kind that belongs in a museum." //or you can hit people with it