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## 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 /🆑
101 lines
3.9 KiB
Plaintext
101 lines
3.9 KiB
Plaintext
/// Simple, base cinematic for all animations based around a nuke detonating.
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/datum/cinematic/nuke
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/// If set, this is the summary screen that pops up after the nuke is done.
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var/after_nuke_summary_state
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/datum/cinematic/nuke/play_cinematic()
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flick("intro_nuke", screen)
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stoplag(3.5 SECONDS)
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play_nuke_effect()
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if(special_callback)
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special_callback.Invoke()
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if(after_nuke_summary_state)
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screen.icon_state = after_nuke_summary_state
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/// Specific effects for each type of cinematics goes here.
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/datum/cinematic/nuke/proc/play_nuke_effect()
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return
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/// The syndicate nuclear bomb was activated, and destroyed the station!
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/datum/cinematic/nuke/ops_victory
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after_nuke_summary_state = "summary_nukewin"
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/datum/cinematic/nuke/ops_victory/play_nuke_effect()
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flick("station_explode_fade_red", screen)
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play_cinematic_sound(sound('sound/effects/explosion/explosion_distant.ogg'))
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/// The syndicate nuclear bomb was activated, but just barely missed the station!
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/datum/cinematic/nuke/ops_miss
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after_nuke_summary_state = "summary_nukefail"
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/datum/cinematic/nuke/ops_miss/play_nuke_effect()
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flick("station_intact_fade_red", screen)
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play_cinematic_sound(sound('sound/effects/explosion/explosion_distant.ogg'))
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/// The self destruct, or another station-destroying entity like a blob, destroyed the station!
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/datum/cinematic/nuke/self_destruct
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after_nuke_summary_state = "summary_selfdes"
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/datum/cinematic/nuke/self_destruct/play_nuke_effect()
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flick("station_explode_fade_red", screen)
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play_cinematic_sound(sound('sound/effects/explosion/explosion_distant.ogg'))
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/// The self destruct was activated, yet somehow avoided destroying the station!
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/datum/cinematic/nuke/self_destruct_miss
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after_nuke_summary_state = "station_intact"
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/datum/cinematic/nuke/self_destruct_miss/play_nuke_effect()
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play_cinematic_sound(sound('sound/effects/explosion/explosion_distant.ogg'))
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special_callback?.Invoke()
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/// The syndicate nuclear bomb was activated, and the nuclear operatives failed to extract on their shuttle before it detonated on the station!
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/datum/cinematic/nuke/mutual_destruction
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after_nuke_summary_state = "summary_totala"
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/datum/cinematic/nuke/mutual_destruction/play_nuke_effect()
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flick("station_explode_fade_red", screen)
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play_cinematic_sound(sound('sound/effects/explosion/explosion_distant.ogg'))
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/// A blood cult summoned Nar'sie, but central command deployed a nuclear package to stop them.
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/datum/cinematic/nuke/cult
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after_nuke_summary_state = "summary_cult"
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/datum/cinematic/nuke/cult/play_nuke_effect()
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flick("station_explode_fade_red", screen)
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play_cinematic_sound(sound('sound/effects/explosion/explosion_distant.ogg'))
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/// A fake version of the nuclear detonation, where it winds up, but doesn't explode.
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/datum/cinematic/nuke/fake
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cleanup_time = 10 SECONDS
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/datum/cinematic/nuke/fake/play_nuke_effect()
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play_cinematic_sound(sound('sound/items/bikehorn.ogg'))
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flick("summary_selfdes", screen) //???
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/// The clown operative nuclear bomb was activated and clowned the station!
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/datum/cinematic/nuke/clown
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cleanup_time = 10 SECONDS
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/datum/cinematic/nuke/clown/play_nuke_effect()
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play_cinematic_sound(sound('sound/items/airhorn/airhorn.ogg'))
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flick("summary_selfdes", screen) //???
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/// A fake version of the nuclear detonation, where it winds up, but doesn't explode as the nuke core within was missing.
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/datum/cinematic/nuke/no_core
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cleanup_time = 10 SECONDS
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/datum/cinematic/nuke/no_core/play_nuke_effect()
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flick("station_intact", screen)
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play_cinematic_sound(sound('sound/ambience/misc/signal.ogg'))
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stoplag(10 SECONDS)
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/// The syndicate nuclear bomb was activated, but just missed the station by a whole z-level!
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/datum/cinematic/nuke/far_explosion
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cleanup_time = 0 SECONDS
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/datum/cinematic/nuke/far_explosion/play_cinematic()
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// This one has no intro sequence.
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// It's actually just a global sound, which makes you wonder why it's a cinematic.
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play_cinematic_sound(sound('sound/effects/explosion/explosion_distant.ogg'))
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special_callback?.Invoke()
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