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https://github.com/Bubberstation/Bubberstation.git
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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 /🆑
188 lines
5.4 KiB
Plaintext
188 lines
5.4 KiB
Plaintext
/obj/item/chameleon
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name = "chameleon projector"
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icon = 'icons/obj/devices/syndie_gadget.dmi'
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icon_state = "shield0"
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obj_flags = CONDUCTS_ELECTRICITY
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item_flags = NOBLUDGEON
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slot_flags = ITEM_SLOT_BELT
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inhand_icon_state = "electronic"
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worn_icon_state = "electronic"
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lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
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throwforce = 5
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throw_speed = 3
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throw_range = 5
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w_class = WEIGHT_CLASS_SMALL
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var/can_use = 1
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var/obj/effect/dummy/chameleon/active_dummy = null
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var/saved_appearance = null
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/obj/item/chameleon/Initialize(mapload)
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. = ..()
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var/obj/item/cigbutt/butt = /obj/item/cigbutt
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saved_appearance = initial(butt.appearance)
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/obj/item/chameleon/dropped()
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..()
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disrupt()
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/obj/item/chameleon/equipped()
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..()
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disrupt()
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/obj/item/chameleon/attack_self(mob/user)
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if (isturf(user.loc) || istype(user.loc, /obj/structure) || active_dummy)
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toggle(user)
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else
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to_chat(user, span_warning("You can't use [src] while inside something!"))
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/obj/item/chameleon/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(!can_copy(interacting_with) || SHOULD_SKIP_INTERACTION(interacting_with, src, user))
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return NONE
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make_copy(interacting_with, user)
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return ITEM_INTERACT_SUCCESS
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/obj/item/chameleon/interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
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if(!can_copy(interacting_with)) // RMB scan works on storage items, LMB scan does not
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return NONE
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make_copy(interacting_with, user)
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return ITEM_INTERACT_SUCCESS
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/obj/item/chameleon/proc/can_copy(atom/target)
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if(!check_sprite(target))
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return FALSE
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if(active_dummy)//I now present you the blackli(f)st
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return FALSE
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if(isturf(target))
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return FALSE
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if(ismob(target))
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return FALSE
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if(istype(target, /obj/structure/falsewall))
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return FALSE
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if(target.alpha != 255)
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return FALSE
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if(target.invisibility != 0)
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return FALSE
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if(iseffect(target) && !istype(target, /obj/effect/decal)) //be a footprint
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return FALSE
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return TRUE
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/obj/item/chameleon/proc/make_copy(atom/target, mob/user)
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playsound(get_turf(src), 'sound/items/weapons/flash.ogg', 100, TRUE, -6)
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to_chat(user, span_notice("Scanned [target]."))
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var/obj/temp = new /obj()
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temp.appearance = target.appearance
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temp.layer = initial(target.layer) // scanning things in your inventory
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SET_PLANE_EXPLICIT(temp, initial(plane), src)
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saved_appearance = temp.appearance
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/obj/item/chameleon/proc/check_sprite(atom/target)
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if(target.icon_state in icon_states(target.icon))
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return TRUE
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return FALSE
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/obj/item/chameleon/proc/toggle(mob/user)
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if(!can_use || !saved_appearance)
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return
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if(active_dummy)
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eject_all()
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playsound(get_turf(src), 'sound/effects/pop.ogg', 100, TRUE, -6)
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qdel(active_dummy)
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active_dummy = null
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to_chat(user, span_notice("You deactivate \the [src]."))
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new /obj/effect/temp_visual/emp/pulse(get_turf(src))
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else
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playsound(get_turf(src), 'sound/effects/pop.ogg', 100, TRUE, -6)
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var/obj/effect/dummy/chameleon/C = new/obj/effect/dummy/chameleon(user.drop_location())
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C.activate(user, saved_appearance, src)
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to_chat(user, span_notice("You activate \the [src]."))
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new /obj/effect/temp_visual/emp/pulse(get_turf(src))
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user.cancel_camera()
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/obj/item/chameleon/proc/disrupt(delete_dummy = 1)
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if(active_dummy)
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for(var/mob/M in active_dummy)
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to_chat(M, span_danger("Your chameleon projector deactivates."))
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var/datum/effect_system/spark_spread/spark_system = new /datum/effect_system/spark_spread
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spark_system.set_up(5, 0, src)
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spark_system.attach(src)
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spark_system.start()
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eject_all()
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if(delete_dummy)
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qdel(active_dummy)
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active_dummy = null
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can_use = FALSE
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addtimer(VARSET_CALLBACK(src, can_use, TRUE), 5 SECONDS)
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/obj/item/chameleon/proc/eject_all()
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for(var/atom/movable/A in active_dummy)
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A.forceMove(active_dummy.loc)
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if(ismob(A))
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var/mob/M = A
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M.reset_perspective(null)
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/obj/effect/dummy/chameleon
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name = ""
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desc = ""
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density = FALSE
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var/can_move = 0
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var/obj/item/chameleon/master = null
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/obj/effect/dummy/chameleon/proc/activate(mob/M, saved_appearance, obj/item/chameleon/C)
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appearance = saved_appearance
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if(istype(M.buckled, /obj/vehicle))
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var/obj/vehicle/V = M.buckled
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V.unbuckle_mob(M, force = TRUE)
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M.forceMove(src)
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master = C
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master.active_dummy = src
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/obj/effect/dummy/chameleon/attackby()
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master.disrupt()
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//ATTACK HAND IGNORING PARENT RETURN VALUE
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/obj/effect/dummy/chameleon/attack_hand(mob/user, list/modifiers)
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master.disrupt()
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/obj/effect/dummy/chameleon/attack_animal(mob/user, list/modifiers)
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master.disrupt()
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/obj/effect/dummy/chameleon/attack_alien(mob/user, list/modifiers)
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master.disrupt()
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/obj/effect/dummy/chameleon/ex_act(S, T)
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master.disrupt()
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return TRUE
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/obj/effect/dummy/chameleon/bullet_act()
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. = ..()
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master.disrupt()
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/obj/effect/dummy/chameleon/relaymove(mob/living/user, direction)
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if(!isturf(loc) || isspaceturf(loc) || !direction)
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return //No magical movement! Trust me, this bad boy can do things like leap out of pipes if you're not careful
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if(can_move < world.time)
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var/amount
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switch(user.bodytemperature)
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if(300 to INFINITY)
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amount = 10
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if(295 to 300)
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amount = 13
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if(280 to 295)
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amount = 16
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if(260 to 280)
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amount = 20
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else
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amount = 25
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can_move = world.time + amount
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try_step_multiz(direction)
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return
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/obj/effect/dummy/chameleon/Destroy()
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if(master)
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master.disrupt(0)
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master = null
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return ..()
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