Files
Bubberstation/code/game/objects/effects/decals/cleanable/misc.dm
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

567 lines
18 KiB
Plaintext

/obj/effect/decal/cleanable/generic
name = "clutter"
desc = "Someone should clean that up."
icon = 'icons/obj/debris.dmi'
icon_state = "shards"
beauty = -50
/obj/effect/decal/cleanable/ash
name = "ashes"
desc = "Ashes to ashes, dust to dust, and into space."
icon = 'icons/obj/debris.dmi'
icon_state = "ash"
mergeable_decal = FALSE
beauty = -50
decal_reagent = /datum/reagent/ash
reagent_amount = 30
/obj/effect/decal/cleanable/ash/Initialize(mapload)
. = ..()
pixel_x = base_pixel_x + rand(-5, 5)
pixel_y = base_pixel_y + rand(-5, 5)
/obj/effect/decal/cleanable/ash/NeverShouldHaveComeHere(turf/here_turf)
return !istype(here_turf, /obj/structure/bodycontainer/crematorium) && ..()
/obj/effect/decal/cleanable/ash/large
name = "large pile of ashes"
icon_state = "big_ash"
beauty = -100
decal_reagent = /datum/reagent/ash
reagent_amount = 60
/obj/effect/decal/cleanable/glass
name = "tiny shards"
desc = "Back to sand."
icon = 'icons/obj/debris.dmi'
icon_state = "tiny"
beauty = -100
/obj/effect/decal/cleanable/glass/Initialize(mapload)
. = ..()
setDir(pick(GLOB.cardinals))
/obj/effect/decal/cleanable/glass/ex_act()
qdel(src)
return TRUE
/obj/effect/decal/cleanable/glass/plasma
icon_state = "plasmatiny"
/obj/effect/decal/cleanable/glass/titanium
icon_state = "titaniumtiny"
/obj/effect/decal/cleanable/glass/plastitanium
icon_state = "plastitaniumtiny"
//Screws that are dropped on the Z level below when deconstructing a reinforced floor plate.
/obj/effect/decal/cleanable/glass/plastitanium/screws //I don't know how to sprite scattered screws, this can work until a spriter gets their hands on it.
name = "pile of screws"
desc = "Looks like they fell from the ceiling"
/obj/effect/decal/cleanable/dirt
name = "dirt"
desc = "Someone should clean that up."
icon = 'icons/effects/dirt.dmi'
icon_state = "dirt-flat-0"
base_icon_state = "dirt"
smoothing_flags = NONE
smoothing_groups = SMOOTH_GROUP_CLEANABLE_DIRT
canSmoothWith = SMOOTH_GROUP_CLEANABLE_DIRT + SMOOTH_GROUP_WALLS
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
beauty = -75
/obj/effect/decal/cleanable/dirt/Initialize(mapload)
. = ..()
icon_state = pick("dirt-flat-0","dirt-flat-1","dirt-flat-2","dirt-flat-3")
var/obj/structure/broken_flooring/broken_flooring = locate(/obj/structure/broken_flooring) in loc
if(!isnull(broken_flooring))
return
var/turf/T = get_turf(src)
if(T.tiled_dirt)
smoothing_flags = SMOOTH_BITMASK
QUEUE_SMOOTH(src)
if(smoothing_flags & USES_SMOOTHING)
QUEUE_SMOOTH_NEIGHBORS(src)
/obj/effect/decal/cleanable/dirt/Destroy()
if(smoothing_flags & USES_SMOOTHING)
QUEUE_SMOOTH_NEIGHBORS(src)
return ..()
/obj/effect/decal/cleanable/dirt/dust
name = "dust"
desc = "A thin layer of dust coating the floor."
icon_state = "dust"
base_icon_state = "dust"
/obj/effect/decal/cleanable/dirt/dust/Initialize(mapload)
. = ..()
icon_state = base_icon_state
/obj/effect/decal/cleanable/greenglow
name = "glowing goo"
desc = "Jeez. I hope that's not for lunch."
icon_state = "greenglow"
light_power = 3
light_range = 2
light_color = LIGHT_COLOR_GREEN
beauty = -300
/obj/effect/decal/cleanable/greenglow/ex_act()
return FALSE
/obj/effect/decal/cleanable/greenglow/filled
decal_reagent = /datum/reagent/uranium
reagent_amount = 5
/obj/effect/decal/cleanable/greenglow/filled/Initialize(mapload)
decal_reagent = pick(/datum/reagent/uranium, /datum/reagent/uranium/radium)
. = ..()
/obj/effect/decal/cleanable/greenglow/ecto
name = "ectoplasmic puddle"
desc = "You know who to call."
light_power = 2
/obj/effect/decal/cleanable/greenglow/radioactive
name = "radioactive goo"
desc = "Holy crap, stop looking at this and move away immediately! It's radioactive!"
light_power = 5
light_range = 3
light_color = LIGHT_COLOR_NUCLEAR
/obj/effect/decal/cleanable/greenglow/radioactive/Initialize(mapload, list/datum/disease/diseases)
. = ..()
AddComponent(
/datum/component/radioactive_emitter, \
cooldown_time = 5 SECONDS, \
range = 4, \
threshold = RAD_MEDIUM_INSULATION, \
)
/obj/effect/decal/cleanable/cobweb
name = "cobweb"
desc = "Somebody should remove that."
gender = NEUTER
layer = WALL_OBJ_LAYER
icon = 'icons/effects/web.dmi'
icon_state = "cobweb1"
resistance_flags = FLAMMABLE
beauty = -100
clean_type = CLEAN_TYPE_HARD_DECAL
/obj/effect/decal/cleanable/cobweb/cobweb2
icon_state = "cobweb2"
/obj/effect/decal/cleanable/molten_object
name = "gooey grey mass"
desc = "It looks like a melted... something."
gender = NEUTER
icon = 'icons/effects/effects.dmi'
icon_state = "molten"
mergeable_decal = FALSE
beauty = -150
clean_type = CLEAN_TYPE_HARD_DECAL
/obj/effect/decal/cleanable/molten_object/large
name = "big gooey grey mass"
icon_state = "big_molten"
beauty = -300
//Vomit (sorry)
/obj/effect/decal/cleanable/vomit
name = "vomit"
desc = "Gosh, how unpleasant."
icon = 'icons/effects/blood.dmi'
icon_state = "vomit_1"
random_icon_states = list("vomit_1", "vomit_2", "vomit_3", "vomit_4")
beauty = -150
/obj/effect/decal/cleanable/vomit/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(isflyperson(H))
playsound(get_turf(src), 'sound/items/drink.ogg', 50, TRUE) //slurp
H.visible_message(span_alert("[H] extends a small proboscis into the vomit pool, sucking it with a slurping sound."))
reagents.trans_to(H, reagents.total_volume, transferred_by = user, methods = INGEST)
qdel(src)
/obj/effect/decal/cleanable/vomit/toxic // this has a more toned-down color palette, which may be why it's used as the default in so many spots
icon_state = "vomittox_1"
random_icon_states = list("vomittox_1", "vomittox_2", "vomittox_3", "vomittox_4")
/obj/effect/decal/cleanable/vomit/purple // ourple
icon_state = "vomitpurp_1"
random_icon_states = list("vomitpurp_1", "vomitpurp_2", "vomitpurp_3", "vomitpurp_4")
/obj/effect/decal/cleanable/vomit/nanites
name = "nanite-infested vomit"
desc = "Gosh, you can see something moving in there."
icon_state = "vomitnanite_1"
random_icon_states = list("vomitnanite_1", "vomitnanite_2", "vomitnanite_3", "vomitnanite_4")
/obj/effect/decal/cleanable/vomit/nebula
name = "nebula vomit"
desc = "Gosh, how... beautiful."
icon_state = "vomitnebula_1"
random_icon_states = list("vomitnebula_1", "vomitnebula_2", "vomitnebula_3", "vomitnebula_4")
beauty = 10
/obj/effect/decal/cleanable/vomit/nebula/Initialize(mapload, list/datum/disease/diseases)
. = ..()
update_appearance(UPDATE_OVERLAYS)
/obj/effect/decal/cleanable/vomit/nebula/update_overlays()
. = ..()
. += emissive_appearance(icon, icon_state, src, alpha = src.alpha)
/// Nebula vomit with extra guests
/obj/effect/decal/cleanable/vomit/nebula/worms
/obj/effect/decal/cleanable/vomit/nebula/worms/Initialize(mapload, list/datum/disease/diseases)
. = ..()
for (var/i in 1 to rand(2, 3))
new /mob/living/basic/hivelord_brood(loc)
/obj/effect/decal/cleanable/vomit/old
name = "crusty dried vomit"
desc = "You try not to look at the chunks, and fail."
/obj/effect/decal/cleanable/vomit/old/Initialize(mapload, list/datum/disease/diseases)
. = ..()
icon_state += "-old"
AddElement(/datum/element/swabable, CELL_LINE_TABLE_SLUDGE, CELL_VIRUS_TABLE_GENERIC, rand(2,4), 10)
/obj/effect/decal/cleanable/vomit/old/black_bile
name = "black bile"
desc = "There's something wiggling in there..."
color = COLOR_DARK
/obj/effect/decal/cleanable/chem_pile
name = "chemical pile"
desc = "A pile of chemicals. You can't quite tell what's inside it."
gender = NEUTER
icon = 'icons/obj/debris.dmi'
icon_state = "ash"
/obj/effect/decal/cleanable/shreds
name = "shreds"
desc = "The shredded remains of what appears to be clothing."
icon_state = "shreds"
gender = PLURAL
mergeable_decal = FALSE
/obj/effect/decal/cleanable/shreds/ex_act(severity, target)
if(severity >= EXPLODE_DEVASTATE) //so shreds created during an explosion aren't deleted by the explosion.
qdel(src)
return TRUE
return FALSE
/obj/effect/decal/cleanable/shreds/Initialize(mapload, oldname)
pixel_x = rand(-10, 10)
pixel_y = rand(-10, 10)
if(!isnull(oldname))
desc = "The sad remains of what used to be [oldname]"
. = ..()
/obj/effect/decal/cleanable/glitter
name = "generic glitter pile"
desc = "The herpes of arts and crafts."
icon = 'icons/effects/atmospherics.dmi'
icon_state = "plasma_old"
gender = NEUTER
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/decal/cleanable/glitter/pink
name = "pink glitter"
icon_state = "plasma"
/obj/effect/decal/cleanable/glitter/white
name = "white glitter"
icon_state = "nitrous_oxide"
/obj/effect/decal/cleanable/glitter/blue
name = "blue glitter"
icon_state = "freon"
/obj/effect/decal/cleanable/plasma
name = "stabilized plasma"
desc = "A puddle of stabilized plasma."
icon_state = "flour"
icon = 'icons/effects/tomatodecal.dmi'
color = "#2D2D2D"
/obj/effect/decal/cleanable/insectguts
name = "insect guts"
desc = "One bug squashed. Four more will rise in its place."
icon = 'icons/effects/blood.dmi'
icon_state = "xfloor1"
random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
/obj/effect/decal/cleanable/confetti
name = "confetti"
desc = "Tiny bits of colored paper thrown about for the janitor to enjoy!"
icon = 'icons/effects/confetti_and_decor.dmi'
icon_state = "confetti"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT //the confetti itself might be annoying enough
/obj/effect/decal/cleanable/plastic
name = "plastic shreds"
desc = "Bits of torn, broken, worthless plastic."
icon = 'icons/obj/debris.dmi'
icon_state = "shards"
color = "#c6f4ff"
/obj/effect/decal/cleanable/wrapping
name = "wrapping shreds"
desc = "Torn pieces of cardboard and paper, left over from a package."
icon = 'icons/obj/debris.dmi'
icon_state = "paper_shreds"
/obj/effect/decal/cleanable/wrapping/pinata
name = "pinata shreds"
desc = "Torn pieces of papier-mâché, left over from a pinata"
icon_state = "pinata_shreds"
/obj/effect/decal/cleanable/wrapping/pinata/syndie
icon_state = "syndie_pinata_shreds"
/obj/effect/decal/cleanable/wrapping/pinata/donk
icon_state = "donk_pinata_shreds"
/obj/effect/decal/cleanable/garbage
name = "decomposing garbage"
desc = "A split open garbage bag, its stinking content seems to be partially liquified. Yuck!"
icon = 'icons/obj/debris.dmi'
icon_state = "garbage"
plane = GAME_PLANE
layer = FLOOR_CLEAN_LAYER //To display the decal over wires.
beauty = -150
clean_type = CLEAN_TYPE_HARD_DECAL
/obj/effect/decal/cleanable/garbage/Initialize(mapload)
. = ..()
AddElement(/datum/element/swabable, CELL_LINE_TABLE_SLUDGE, CELL_VIRUS_TABLE_GENERIC, rand(2,4), 15)
/obj/effect/decal/cleanable/ants
name = "space ants"
desc = "A small colony of space ants. They're normally used to the vacuum of space, so they can't climb too well."
icon = 'icons/obj/debris.dmi'
icon_state = "ants"
beauty = -150
plane = GAME_PLANE
layer = LOW_OBJ_LAYER
decal_reagent = /datum/reagent/ants
reagent_amount = 5
/// Sound the ants make when biting
var/bite_sound = 'sound/items/weapons/bite.ogg'
/obj/effect/decal/cleanable/ants/Initialize(mapload)
if(mapload && reagent_amount > 2)
reagent_amount = rand((reagent_amount - 2), reagent_amount)
. = ..()
update_ant_damage()
/obj/effect/decal/cleanable/ants/vv_edit_var(vname, vval)
. = ..()
if(vname == NAMEOF(src, bite_sound))
update_ant_damage()
/obj/effect/decal/cleanable/ants/handle_merge_decal(obj/effect/decal/cleanable/merger)
. = ..()
var/obj/effect/decal/cleanable/ants/ants = merger
ants.update_ant_damage()
/obj/effect/decal/cleanable/ants/proc/update_ant_damage(ant_min_damage, ant_max_damage)
if(!ant_max_damage)
ant_max_damage = min(10, round((reagents.get_reagent_amount(/datum/reagent/ants) * 0.1),0.1)) // 100u ants = 10 max_damage
if(!ant_min_damage)
ant_min_damage = 0.1
var/ant_flags = (CALTROP_NOCRAWL | CALTROP_NOSTUN) /// Small amounts of ants won't be able to bite through shoes.
if(ant_max_damage > 1)
ant_flags = (CALTROP_NOCRAWL | CALTROP_NOSTUN | CALTROP_BYPASS_SHOES)
var/datum/component/caltrop/caltrop_comp = GetComponent(/datum/component/caltrop)
if(caltrop_comp)
caltrop_comp.min_damage = ant_min_damage
caltrop_comp.max_damage = ant_max_damage
caltrop_comp.flags = ant_flags
caltrop_comp.soundfile = bite_sound
else
AddComponent(/datum/component/caltrop, min_damage = ant_min_damage, max_damage = ant_max_damage, flags = ant_flags, soundfile = bite_sound)
update_appearance(UPDATE_ICON)
/obj/effect/decal/cleanable/ants/update_icon_state()
if(istype(src, /obj/effect/decal/cleanable/ants/fire)) //i fucking hate this but you're forced to call parent in update_icon_state()
return ..()
if(!(flags_1 & INITIALIZED_1))
return ..()
var/datum/component/caltrop/caltrop_comp = GetComponent(/datum/component/caltrop)
if(!caltrop_comp)
return ..()
switch(caltrop_comp.max_damage)
if(0 to 1)
icon_state = initial(icon_state)
if(1.1 to 4)
icon_state = "[initial(icon_state)]_2"
if(4.1 to 7)
icon_state = "[initial(icon_state)]_3"
if(7.1 to INFINITY)
icon_state = "[initial(icon_state)]_4"
return ..()
/obj/effect/decal/cleanable/ants/update_overlays()
. = ..()
. += emissive_appearance(icon, "[icon_state]_light", src, alpha = src.alpha)
/obj/effect/decal/cleanable/ants/fire_act(exposed_temperature, exposed_volume)
new /obj/effect/decal/cleanable/ants/fire(loc)
qdel(src)
/obj/effect/decal/cleanable/ants/fire
name = "space fire ants"
desc = "A small colony no longer. We are the fire nation."
decal_reagent = /datum/reagent/ants/fire
icon_state = "fire_ants"
mergeable_decal = FALSE
/obj/effect/decal/cleanable/ants/fire/update_ant_damage(ant_min_damage, ant_max_damage)
return ..(15, 25)
/obj/effect/decal/cleanable/ants/fire/fire_act(exposed_temperature, exposed_volume)
return
/obj/effect/decal/cleanable/fuel_pool
name = "pool of fuel"
desc = "A pool of flammable fuel. Its probably wise to clean this off before something ignites it..."
icon_state = "fuel_pool"
layer = LOW_OBJ_LAYER
beauty = -50
clean_type = CLEAN_TYPE_BLOOD
mouse_opacity = MOUSE_OPACITY_OPAQUE
resistance_flags = UNACIDABLE | ACID_PROOF | FIRE_PROOF | FLAMMABLE //gross way of doing this but would need to disassemble fire_act call stack otherwise
/// Maximum amount of hotspots this pool can create before deleting itself
var/burn_amount = 3
/// Is this fuel pool currently burning?
var/burning = FALSE
/// Type of hotspot fuel pool spawns upon being ignited
var/hotspot_type = /obj/effect/hotspot
/obj/effect/decal/cleanable/fuel_pool/Initialize(mapload, burn_stacks)
. = ..()
var/static/list/ignition_trigger_connections = list(
COMSIG_TURF_MOVABLE_THROW_LANDED = PROC_REF(ignition_trigger),
)
AddElement(/datum/element/connect_loc, ignition_trigger_connections)
for(var/obj/effect/decal/cleanable/fuel_pool/pool in get_turf(src)) //Can't use locate because we also belong to that turf
if(pool == src)
continue
pool.burn_amount = max(min(pool.burn_amount + burn_stacks, 10), 1)
return INITIALIZE_HINT_QDEL
if(burn_stacks)
burn_amount = max(min(burn_stacks, 10), 1)
return INITIALIZE_HINT_LATELOAD
// Just in case of fires, do this after mapload.
/obj/effect/decal/cleanable/fuel_pool/LateInitialize()
// We don't want to burn down the create_and_destroy test area
#ifndef UNIT_TESTS
RegisterSignal(src, COMSIG_ATOM_TOUCHED_SPARKS, PROC_REF(ignition_trigger))
#endif
/obj/effect/decal/cleanable/fuel_pool/fire_act(exposed_temperature, exposed_volume)
. = ..()
ignite()
/**
* Ignites the fuel pool. This should be the only way to ignite fuel pools.
*/
/obj/effect/decal/cleanable/fuel_pool/proc/ignite()
if(burning)
return
burning = TRUE
burn_process()
/**
* Spends 1 burn_amount and spawns a hotspot. If burn_amount is equal to 0, deletes the fuel pool.
* Else, queues another call of this proc upon hotspot getting deleted and ignites other fuel pools around itself after 0.5 seconds.
* THIS SHOULD NOT BE CALLED DIRECTLY.
*/
/obj/effect/decal/cleanable/fuel_pool/proc/burn_process()
SIGNAL_HANDLER
burn_amount -= 1
var/obj/effect/hotspot/hotspot = new hotspot_type(get_turf(src))
addtimer(CALLBACK(src, PROC_REF(ignite_others)), 0.5 SECONDS)
if(!burn_amount)
qdel(src)
return
RegisterSignal(hotspot, COMSIG_QDELETING, PROC_REF(burn_process))
/**
* Ignites other oil pools around itself.
*/
/obj/effect/decal/cleanable/fuel_pool/proc/ignite_others()
for(var/obj/effect/decal/cleanable/fuel_pool/oil in range(1, get_turf(src)))
oil.ignite()
/obj/effect/decal/cleanable/fuel_pool/bullet_act(obj/projectile/hit_proj)
. = ..()
ignite()
/obj/effect/decal/cleanable/fuel_pool/attackby(obj/item/item, mob/user, params)
if(item.ignition_effect(src, user))
ignite()
return ..()
/obj/effect/decal/cleanable/fuel_pool/on_entered(datum/source, atom/movable/entered_atom)
. = ..()
if(entered_atom.throwing) // don't light from things being thrown over us, we handle that somewhere else
return
ignition_trigger(source = src, enflammable_atom = entered_atom)
/obj/effect/decal/cleanable/fuel_pool/proc/ignition_trigger(datum/source, atom/movable/enflammable_atom)
SIGNAL_HANDLER
if(isitem(enflammable_atom))
var/obj/item/enflamed_item = enflammable_atom
if(enflamed_item.get_temperature() > FIRE_MINIMUM_TEMPERATURE_TO_EXIST)
ignite()
return
else if(isliving(enflammable_atom))
var/mob/living/enflamed_liver = enflammable_atom
if(enflamed_liver.on_fire)
ignite()
else if(istype(enflammable_atom, /obj/effect/particle_effect/sparks))
ignite()
/obj/effect/decal/cleanable/fuel_pool/hivis
icon_state = "fuel_pool_hivis"
/obj/effect/decal/cleanable/rubble
name = "rubble"
desc = "A pile of rubble."
icon = 'icons/obj/debris.dmi'
icon_state = "rubble"
mergeable_decal = FALSE
beauty = -10
/obj/effect/decal/cleanable/rubble/Initialize(mapload)
. = ..()
flick("rubble_bounce", src)
icon_state = "rubble"
update_appearance(UPDATE_ICON_STATE)