Files
grungussuss 58501dce77 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
/🆑
2024-09-23 22:24:50 -07:00

75 lines
2.3 KiB
Plaintext

#define BOMB_COOLDOWN 20 SECONDS
/obj/item/minebot_remote_control
name = "Remote Control"
desc = "Requesting stratagem!"
icon = 'icons/obj/mining.dmi'
icon_state = "minebot_bomb_control"
item_flags = NOBLUDGEON
///are we currently primed to drop a bomb?
var/primed = FALSE
///our last user
var/datum/weakref/last_user
///cooldown till we can drop the next bomb
COOLDOWN_DECLARE(bomb_timer)
/obj/item/minebot_remote_control/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change = TRUE)
. = ..()
clear_priming()
/obj/item/minebot_remote_control/proc/clear_priming()
var/mob/living/living_user = last_user?.resolve()
last_user = null
primed = FALSE
if(isnull(living_user))
return
living_user.client?.mouse_override_icon = initial(living_user.client?.mouse_override_icon)
living_user.update_mouse_pointer()
/obj/item/minebot_remote_control/attack_self(mob/user)
. = ..()
if(.)
return .
if(!COOLDOWN_FINISHED(src, bomb_timer))
balloon_alert(user, "on cooldown!")
return TRUE
prime_bomb(user)
return TRUE
/obj/item/minebot_remote_control/proc/prime_bomb(mob/user)
primed = TRUE
last_user = WEAKREF(user)
user.client?.mouse_override_icon = 'icons/effects/mouse_pointers/weapon_pointer.dmi'
user.update_mouse_pointer()
/obj/item/minebot_remote_control/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(HAS_TRAIT(interacting_with, TRAIT_COMBAT_MODE_SKIP_INTERACTION))
return NONE
return ranged_interact_with_atom(interacting_with, user, modifiers)
/obj/item/minebot_remote_control/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!primed)
user.balloon_alert(user, "not primed!")
return ITEM_INTERACT_BLOCKING
var/turf/target_turf = get_turf(interacting_with)
if(isnull(target_turf) || isclosedturf(target_turf) || isgroundlessturf(target_turf))
user.balloon_alert(user, "invalid target!")
return ITEM_INTERACT_BLOCKING
playsound(src, 'sound/machines/beep/beep.ogg', 30)
clear_priming()
new /obj/effect/temp_visual/minebot_target(target_turf)
COOLDOWN_START(src, bomb_timer, BOMB_COOLDOWN)
return ITEM_INTERACT_SUCCESS
/obj/effect/temp_visual/minebot_target
name = "Rocket Target"
icon = 'icons/mob/actions/actions_items.dmi'
icon_state = "sniper_zoom"
layer = BELOW_MOB_LAYER
plane = GAME_PLANE
light_range = 2
duration = 5 SECONDS
#undef BOMB_COOLDOWN