/datum/component/squeak var/static/list/default_squeak_sounds = list('sound/items/toysqueak1.ogg'=1, 'sound/items/toysqueak2.ogg'=1, 'sound/items/toysqueak3.ogg'=1) var/list/override_squeak_sounds var/mob/holder var/squeak_chance = 100 var/volume = 30 // This is so shoes don't squeak every step var/steps = 0 var/step_delay = 1 // This is to stop squeak spam from inhand usage var/last_use = 0 var/use_delay = 20 ///extra-range for this component's sound var/sound_extra_range = -1 ///when sounds start falling off for the squeak var/sound_falloff_distance = SOUND_DEFAULT_FALLOFF_DISTANCE ///sound exponent for squeak. Defaults to 10 as squeaking is loud and annoying enough. var/sound_falloff_exponent = 10 ///what we set connect_loc to if parent is an item var/static/list/item_connections = list( COMSIG_ATOM_ENTERED = .proc/play_squeak_crossed, ) /datum/component/squeak/Initialize(custom_sounds, volume_override, chance_override, step_delay_override, use_delay_override, extrarange, falloff_exponent, fallof_distance) if(!isatom(parent)) return COMPONENT_INCOMPATIBLE RegisterSignal(parent, list(COMSIG_ATOM_ENTERED, COMSIG_ATOM_BLOB_ACT, COMSIG_ATOM_HULK_ATTACK, COMSIG_PARENT_ATTACKBY), .proc/play_squeak) if(ismovable(parent)) RegisterSignal(parent, list(COMSIG_MOVABLE_BUMP, COMSIG_MOVABLE_IMPACT, COMSIG_PROJECTILE_BEFORE_FIRE), .proc/play_squeak) AddElement(/datum/element/connect_loc, parent, item_connections) RegisterSignal(parent, COMSIG_MOVABLE_DISPOSING, .proc/disposing_react) if(isitem(parent)) RegisterSignal(parent, list(COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_OBJ, COMSIG_ITEM_HIT_REACT), .proc/play_squeak) RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, .proc/use_squeak) RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equip) RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/on_drop) if(istype(parent, /obj/item/clothing/shoes)) RegisterSignal(parent, COMSIG_SHOES_STEP_ACTION, .proc/step_squeak) else if(isstructure(parent)) RegisterSignal(parent, COMSIG_ATOM_ATTACK_HAND, .proc/use_squeak) if(istype(parent, /obj/item/organ/liver)) // Liver squeaking is depending on them functioning like a clown's liver RegisterSignal(parent, SIGNAL_REMOVETRAIT(TRAIT_COMEDY_METABOLISM), .proc/on_comedy_metabolism_removal) override_squeak_sounds = custom_sounds if(chance_override) squeak_chance = chance_override if(volume_override) volume = volume_override if(isnum(step_delay_override)) step_delay = step_delay_override if(isnum(use_delay_override)) use_delay = use_delay_override if(isnum(extrarange)) sound_extra_range = extrarange if(isnum(falloff_exponent)) sound_falloff_exponent = falloff_exponent if(isnum(fallof_distance)) sound_falloff_distance = fallof_distance /datum/component/squeak/UnregisterFromParent() . = ..() RemoveElement(/datum/element/connect_loc, parent, item_connections) /datum/component/squeak/proc/play_squeak() SIGNAL_HANDLER if(prob(squeak_chance)) if(!override_squeak_sounds) playsound(parent, pickweight(default_squeak_sounds), volume, TRUE, sound_extra_range, sound_falloff_exponent, falloff_distance = sound_falloff_distance) else playsound(parent, pickweight(override_squeak_sounds), volume, TRUE, sound_extra_range, sound_falloff_exponent, falloff_distance = sound_falloff_distance) /datum/component/squeak/proc/step_squeak() SIGNAL_HANDLER if(steps > step_delay) play_squeak() steps = 0 else steps++ /datum/component/squeak/proc/play_squeak_crossed(datum/source, atom/movable/AM) SIGNAL_HANDLER if(isitem(AM)) var/obj/item/I = AM if(I.item_flags & ABSTRACT) return if(AM.movement_type & (FLYING|FLOATING) || !AM.has_gravity()) return var/atom/current_parent = parent if(isturf(current_parent.loc)) play_squeak() /datum/component/squeak/proc/use_squeak() SIGNAL_HANDLER if(last_use + use_delay < world.time) last_use = world.time play_squeak() /datum/component/squeak/proc/on_equip(datum/source, mob/equipper, slot) SIGNAL_HANDLER holder = equipper RegisterSignal(holder, COMSIG_MOVABLE_DISPOSING, .proc/disposing_react, override=TRUE) RegisterSignal(holder, COMSIG_PARENT_PREQDELETED, .proc/holder_deleted, override=TRUE) //override for the preqdeleted is necessary because putting parent in hands sends the signal that this proc is registered towards, //so putting an object in hands and then equipping the item on a clothing slot (without dropping it first) //will always runtime without override = TRUE /datum/component/squeak/proc/on_drop(datum/source, mob/user) SIGNAL_HANDLER UnregisterSignal(user, COMSIG_MOVABLE_DISPOSING) UnregisterSignal(user, COMSIG_PARENT_PREQDELETED) holder = null ///just gets rid of the reference to holder in the case that theyre qdeleted /datum/component/squeak/proc/holder_deleted(datum/source, datum/possible_holder) SIGNAL_HANDLER if(possible_holder == holder) holder = null // Disposal pipes related shits /datum/component/squeak/proc/disposing_react(datum/source, obj/structure/disposalholder/holder, obj/machinery/disposal/source) SIGNAL_HANDLER //We don't need to worry about unregistering this signal as it will happen for us automaticaly when the holder is qdeleted RegisterSignal(holder, COMSIG_ATOM_DIR_CHANGE, .proc/holder_dir_change) /datum/component/squeak/proc/holder_dir_change(datum/source, old_dir, new_dir) SIGNAL_HANDLER //If the dir changes it means we're going through a bend in the pipes, let's pretend we bumped the wall if(old_dir != new_dir) play_squeak() /datum/component/squeak/proc/on_comedy_metabolism_removal(datum/source, trait) SIGNAL_HANDLER qdel(src)