mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-29 10:31:34 +00:00
## 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 /🆑
491 lines
15 KiB
Plaintext
491 lines
15 KiB
Plaintext
/*
|
|
|
|
Miscellaneous traitor devices
|
|
|
|
BATTERER
|
|
|
|
RADIOACTIVE MICROLASER
|
|
|
|
*/
|
|
|
|
/*
|
|
|
|
The Batterer, like a flashbang but 50% chance to knock people over. Can be either very
|
|
effective or pretty fucking useless.
|
|
|
|
*/
|
|
|
|
/obj/item/batterer
|
|
name = "mind batterer"
|
|
desc = "A strange device with twin antennas."
|
|
icon = 'icons/obj/devices/syndie_gadget.dmi'
|
|
icon_state = "batterer"
|
|
throwforce = 5
|
|
w_class = WEIGHT_CLASS_TINY
|
|
throw_speed = 3
|
|
throw_range = 7
|
|
obj_flags = CONDUCTS_ELECTRICITY
|
|
inhand_icon_state = "electronic"
|
|
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
|
|
|
|
var/times_used = 0 //Number of times it's been used.
|
|
var/max_uses = 2
|
|
|
|
|
|
/obj/item/batterer/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
|
|
if(!user) return
|
|
|
|
if(times_used >= max_uses)
|
|
to_chat(user, span_danger("The mind batterer has been burnt out!"))
|
|
return
|
|
|
|
log_combat(user, null, "knocked down people in the area", src)
|
|
|
|
for(var/mob/living/carbon/human/M in urange(10, user, 1))
|
|
if(prob(50))
|
|
|
|
M.Paralyze(rand(200,400))
|
|
to_chat(M, span_userdanger("You feel a tremendous, paralyzing wave flood your mind."))
|
|
|
|
else
|
|
to_chat(M, span_userdanger("You feel a sudden, electric jolt travel through your head."))
|
|
|
|
playsound(src.loc, 'sound/misc/interference.ogg', 50, TRUE)
|
|
to_chat(user, span_notice("You trigger [src]."))
|
|
times_used += 1
|
|
if(times_used >= max_uses)
|
|
icon_state = "battererburnt"
|
|
|
|
/*
|
|
The radioactive microlaser, a device disguised as a health analyzer used to irradiate people.
|
|
|
|
The strength of the radiation is determined by the 'intensity' setting, while the delay between
|
|
the scan and the irradiation kicking in is determined by the wavelength.
|
|
|
|
Each scan will cause the microlaser to have a brief cooldown period. Higher intensity will increase
|
|
the cooldown, while higher wavelength will decrease it.
|
|
|
|
Wavelength is also slightly increased by the intensity as well.
|
|
*/
|
|
|
|
/obj/item/healthanalyzer/rad_laser
|
|
var/irradiate = TRUE
|
|
var/stealth = FALSE
|
|
var/used = FALSE // is it cooling down?
|
|
var/intensity = 10 // how much damage the radiation does
|
|
var/wavelength = 10 // time it takes for the radiation to kick in, in seconds
|
|
|
|
/obj/item/healthanalyzer/rad_laser/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
|
|
if(!stealth || !irradiate)
|
|
. = ..()
|
|
|
|
if(!ishuman(interacting_with) || !irradiate)
|
|
return .
|
|
|
|
var/mob/living/carbon/human/human_target = interacting_with
|
|
if(istype(human_target) && !used && SSradiation.wearing_rad_protected_clothing(human_target)) //intentionally not checking for TRAIT_RADIMMUNE here so that tatortot can still fuck up and waste their cooldown.
|
|
to_chat(user, span_warning("[interacting_with]'s clothing is fully protecting [interacting_with.p_them()] from irradiation!"))
|
|
return . | ITEM_INTERACT_BLOCKING
|
|
|
|
if(!used)
|
|
log_combat(user, interacting_with, "irradiated", src)
|
|
var/cooldown = get_cooldown()
|
|
used = TRUE
|
|
icon_state = "health1"
|
|
addtimer(VARSET_CALLBACK(src, used, FALSE), cooldown)
|
|
addtimer(VARSET_CALLBACK(src, icon_state, "health"), cooldown)
|
|
to_chat(user, span_warning("Successfully irradiated [interacting_with]."))
|
|
addtimer(CALLBACK(src, PROC_REF(radiation_aftereffect), interacting_with, intensity), (wavelength+(intensity*4))*5)
|
|
return . | ITEM_INTERACT_SUCCESS
|
|
|
|
to_chat(user, span_warning("The radioactive microlaser is still recharging."))
|
|
return . | ITEM_INTERACT_BLOCKING
|
|
|
|
/obj/item/healthanalyzer/rad_laser/proc/radiation_aftereffect(mob/living/M, passed_intensity)
|
|
if(QDELETED(M) || !ishuman(M) || HAS_TRAIT(M, TRAIT_RADIMMUNE))
|
|
return
|
|
|
|
if(passed_intensity >= 5)
|
|
M.apply_effect(round(passed_intensity/0.075), EFFECT_UNCONSCIOUS) //to save you some math, this is a round(intensity * (4/3)) second long knockout
|
|
|
|
/obj/item/healthanalyzer/rad_laser/proc/get_cooldown()
|
|
return round(max(10, (stealth*30 + intensity*5 - wavelength/4)))
|
|
|
|
/obj/item/healthanalyzer/rad_laser/attack_self(mob/user)
|
|
interact(user)
|
|
|
|
/obj/item/healthanalyzer/rad_laser/interact(mob/user)
|
|
ui_interact(user)
|
|
|
|
/obj/item/healthanalyzer/rad_laser/ui_state(mob/user)
|
|
return GLOB.hands_state
|
|
|
|
/obj/item/healthanalyzer/rad_laser/ui_interact(mob/user, datum/tgui/ui)
|
|
ui = SStgui.try_update_ui(user, src, ui)
|
|
if(!ui)
|
|
ui = new(user, src, "RadioactiveMicrolaser")
|
|
ui.open()
|
|
|
|
/obj/item/healthanalyzer/rad_laser/ui_data(mob/user)
|
|
var/list/data = list()
|
|
data["irradiate"] = irradiate
|
|
data["stealth"] = stealth
|
|
data["scanmode"] = scanmode
|
|
data["intensity"] = intensity
|
|
data["wavelength"] = wavelength
|
|
data["on_cooldown"] = used
|
|
data["cooldown"] = DisplayTimeText(get_cooldown())
|
|
return data
|
|
|
|
/obj/item/healthanalyzer/rad_laser/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
|
|
switch(action)
|
|
if("irradiate")
|
|
irradiate = !irradiate
|
|
. = TRUE
|
|
|
|
if("stealth")
|
|
stealth = !stealth
|
|
. = TRUE
|
|
|
|
if("scanmode")
|
|
scanmode = !scanmode
|
|
. = TRUE
|
|
|
|
if("radintensity")
|
|
var/target = params["target"]
|
|
var/adjust = text2num(params["adjust"])
|
|
if(target == "min")
|
|
target = 1
|
|
. = TRUE
|
|
|
|
else if(target == "max")
|
|
target = 20
|
|
. = TRUE
|
|
|
|
else if(adjust)
|
|
target = intensity + adjust
|
|
. = TRUE
|
|
|
|
else if(text2num(target) != null)
|
|
target = text2num(target)
|
|
. = TRUE
|
|
|
|
if(.)
|
|
target = round(target)
|
|
intensity = clamp(target, 1, 20)
|
|
|
|
if("radwavelength")
|
|
var/target = params["target"]
|
|
var/adjust = text2num(params["adjust"])
|
|
if(target == "min")
|
|
target = 0
|
|
. = TRUE
|
|
|
|
else if(target == "max")
|
|
target = 120
|
|
. = TRUE
|
|
|
|
else if(adjust)
|
|
target = wavelength + adjust
|
|
. = TRUE
|
|
|
|
else if(text2num(target) != null)
|
|
target = text2num(target)
|
|
. = TRUE
|
|
|
|
if(.)
|
|
target = round(target)
|
|
wavelength = clamp(target, 0, 120)
|
|
|
|
/datum/action/item_action/stealth_mode
|
|
name = "Toggle Stealth"
|
|
desc = "Makes you invisible to the naked eye."
|
|
button_icon = 'icons/mob/actions/actions_minor_antag.dmi'
|
|
button_icon_state = "ninja_cloak"
|
|
/// Whether stealth is active or not
|
|
var/stealth_engaged = FALSE
|
|
/// The amount of time the stealth mode can be active for, drains to 0 when active
|
|
var/charge = 30 SECONDS
|
|
/// The maximum amount of time the stealth mode can be active for
|
|
var/max_charge = 30 SECONDS
|
|
/// The minimum alpha value for the stealth mode
|
|
var/min_alpha = 0
|
|
/// Whether the stealth mode recharges while active
|
|
/// if TRUE standing in darkness will recharge even while active
|
|
/// if FALSE it will not uncharge, but not recharge while in darkness
|
|
var/recharge_while_active = TRUE
|
|
|
|
/datum/action/item_action/stealth_mode/is_action_active(atom/movable/screen/movable/action_button/current_button)
|
|
return stealth_engaged
|
|
|
|
/datum/action/item_action/stealth_mode/Grant(mob/grant_to)
|
|
. = ..()
|
|
START_PROCESSING(SSobj, src)
|
|
build_all_button_icons(UPDATE_BUTTON_STATUS)
|
|
|
|
/datum/action/item_action/stealth_mode/Remove(mob/remove_from)
|
|
if(!isnull(owner) && stealth_engaged)
|
|
stealth_off()
|
|
STOP_PROCESSING(SSobj, src)
|
|
return ..()
|
|
|
|
/datum/action/item_action/stealth_mode/Trigger(trigger_flags)
|
|
. = ..()
|
|
if(!.)
|
|
return
|
|
|
|
if(stealth_engaged)
|
|
stealth_off()
|
|
else
|
|
stealth_on()
|
|
|
|
/datum/action/item_action/stealth_mode/proc/stealth_on()
|
|
animate(owner, alpha = get_alpha(), time = 0.5 SECONDS)
|
|
apply_wibbly_filters(owner)
|
|
stealth_engaged = TRUE
|
|
build_all_button_icons(UPDATE_BUTTON_STATUS|UPDATE_BUTTON_BACKGROUND)
|
|
owner.balloon_alert(owner, "stealth mode engaged")
|
|
|
|
/datum/action/item_action/stealth_mode/proc/stealth_off()
|
|
owner.alpha = initial(owner.alpha)
|
|
remove_wibbly_filters(owner)
|
|
stealth_engaged = FALSE
|
|
build_all_button_icons(UPDATE_BUTTON_STATUS|UPDATE_BUTTON_BACKGROUND)
|
|
owner.balloon_alert(owner, "stealth mode disengaged")
|
|
|
|
/datum/action/item_action/stealth_mode/proc/get_alpha()
|
|
return clamp(255 - (255 * charge / max_charge), min_alpha, 255)
|
|
|
|
/datum/action/item_action/stealth_mode/process(seconds_per_tick)
|
|
if(!stealth_engaged)
|
|
// Recharge over time
|
|
charge = min(max_charge, charge + (max_charge * 0.04) * seconds_per_tick)
|
|
build_all_button_icons(UPDATE_BUTTON_STATUS)
|
|
return
|
|
|
|
if(charge <= 0)
|
|
stealth_off()
|
|
return
|
|
|
|
var/turf/our_turf = get_turf(owner)
|
|
var/lumcount = our_turf?.get_lumcount() || 0
|
|
if(lumcount > 0.3)
|
|
// Decay charge while invisible+ in the light
|
|
charge = max(0, charge - (max_charge * 0.05) * seconds_per_tick)
|
|
build_all_button_icons(UPDATE_BUTTON_STATUS)
|
|
|
|
else if(recharge_while_active)
|
|
// Return charage while invisible + in the darkness + recharge_while_active
|
|
charge = min(max_charge, charge + (max_charge * 0.1) * seconds_per_tick)
|
|
build_all_button_icons(UPDATE_BUTTON_STATUS)
|
|
|
|
animate(owner, alpha = get_alpha(), time = 1 SECONDS, flags = ANIMATION_PARALLEL)
|
|
|
|
/datum/action/item_action/stealth_mode/update_button_status(atom/movable/screen/movable/action_button/current_button, force)
|
|
. = ..()
|
|
current_button.maptext_x = 9
|
|
current_button.maptext = MAPTEXT_TINY_UNICODE("[round(charge / max_charge * 100, 0.01)]%")
|
|
|
|
/datum/action/item_action/stealth_mode/weaker
|
|
charge = 15 SECONDS
|
|
max_charge = 15 SECONDS
|
|
min_alpha = 20
|
|
recharge_while_active = FALSE
|
|
|
|
/obj/item/shadowcloak
|
|
name = "cloaker belt"
|
|
desc = "Makes you invisible for short periods of time. Recharges in darkness, even while active."
|
|
icon = 'icons/obj/clothing/belts.dmi'
|
|
icon_state = "utility"
|
|
inhand_icon_state = "utility"
|
|
lefthand_file = 'icons/mob/inhands/equipment/belt_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/belt_righthand.dmi'
|
|
worn_icon_state = "utility"
|
|
slot_flags = ITEM_SLOT_BELT
|
|
attack_verb_continuous = list("whips", "lashes", "disciplines")
|
|
attack_verb_simple = list("whip", "lash", "discipline")
|
|
actions_types = list(/datum/action/item_action/stealth_mode)
|
|
|
|
/obj/item/shadowcloak/item_action_slot_check(slot, mob/user)
|
|
return slot & slot_flags
|
|
|
|
/obj/item/shadowcloak/weaker
|
|
name = "stealth belt"
|
|
desc = "Makes you nigh-invisible to the naked eye for a short period of time. \
|
|
Lasts indefinitely in darkness, but will not recharge unless inactive."
|
|
actions_types = list(/datum/action/item_action/stealth_mode/weaker)
|
|
|
|
/// Checks if a given atom is in range of a radio jammer, returns TRUE if it is.
|
|
/proc/is_within_radio_jammer_range(atom/source)
|
|
for(var/obj/item/jammer/jammer as anything in GLOB.active_jammers)
|
|
if(IN_GIVEN_RANGE(source, jammer, jammer.range))
|
|
return TRUE
|
|
return FALSE
|
|
|
|
/obj/item/jammer
|
|
name = "radio jammer"
|
|
desc = "Device used to disrupt nearby radio communication."
|
|
icon = 'icons/obj/devices/syndie_gadget.dmi'
|
|
icon_state = "jammer"
|
|
var/active = FALSE
|
|
var/range = 12
|
|
|
|
/obj/item/jammer/attack_self(mob/user)
|
|
to_chat(user,span_notice("You [active ? "deactivate" : "activate"] [src]."))
|
|
active = !active
|
|
if(active)
|
|
GLOB.active_jammers |= src
|
|
|
|
else
|
|
GLOB.active_jammers -= src
|
|
|
|
update_appearance()
|
|
|
|
/obj/item/jammer/Destroy()
|
|
GLOB.active_jammers -= src
|
|
return ..()
|
|
|
|
/obj/item/storage/toolbox/emergency/turret
|
|
desc = "You feel a strange urge to hit this with a wrench."
|
|
|
|
/obj/item/storage/toolbox/emergency/turret/PopulateContents()
|
|
new /obj/item/screwdriver(src)
|
|
new /obj/item/wrench/combat(src)
|
|
new /obj/item/weldingtool(src)
|
|
new /obj/item/crowbar(src)
|
|
new /obj/item/analyzer(src)
|
|
new /obj/item/wirecutters(src)
|
|
|
|
/obj/item/storage/toolbox/emergency/turret/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
|
|
if(!istype(tool, /obj/item/wrench/combat))
|
|
return NONE
|
|
if(!user.combat_mode)
|
|
return NONE
|
|
if(!tool.toolspeed)
|
|
return ITEM_INTERACT_BLOCKING
|
|
balloon_alert(user, "constructing...")
|
|
if(!tool.use_tool(src, user, 2 SECONDS, volume = 20))
|
|
return ITEM_INTERACT_BLOCKING
|
|
|
|
balloon_alert(user, "constructed!")
|
|
user.visible_message(
|
|
span_danger("[user] bashes [src] with [tool]!"),
|
|
span_danger("You bash [src] with [tool]!"),
|
|
null,
|
|
COMBAT_MESSAGE_RANGE,
|
|
)
|
|
|
|
playsound(src, 'sound/items/tools/drill_use.ogg', 80, TRUE, -1)
|
|
var/obj/machinery/porta_turret/syndicate/toolbox/turret = new(get_turf(loc))
|
|
set_faction(turret, user)
|
|
turret.toolbox = src
|
|
forceMove(turret)
|
|
return ITEM_INTERACT_SUCCESS
|
|
|
|
|
|
/obj/item/storage/toolbox/emergency/turret/proc/set_faction(obj/machinery/porta_turret/turret, mob/user)
|
|
turret.faction = list("[REF(user)]")
|
|
|
|
/obj/item/storage/toolbox/emergency/turret/nukie/set_faction(obj/machinery/porta_turret/turret, mob/user)
|
|
turret.faction = list(ROLE_SYNDICATE)
|
|
|
|
/obj/machinery/porta_turret/syndicate/toolbox
|
|
icon_state = "toolbox_off"
|
|
base_icon_state = "toolbox"
|
|
|
|
/obj/machinery/porta_turret/syndicate/toolbox/Initialize(mapload)
|
|
. = ..()
|
|
underlays += image(icon = icon, icon_state = "[base_icon_state]_frame")
|
|
|
|
/obj/machinery/porta_turret/syndicate/toolbox
|
|
integrity_failure = 0
|
|
max_integrity = 100
|
|
shot_delay = 0.5 SECONDS
|
|
stun_projectile = /obj/projectile/bullet/toolbox_turret
|
|
lethal_projectile = /obj/projectile/bullet/toolbox_turret
|
|
subsystem_type = /datum/controller/subsystem/processing/projectiles
|
|
ignore_faction = TRUE
|
|
/// The toolbox we store.
|
|
var/obj/item/toolbox
|
|
|
|
/obj/machinery/porta_turret/syndicate/toolbox/examine(mob/user)
|
|
. = ..()
|
|
if(faction_check(faction, user.faction))
|
|
. += span_notice("You can repair it by <b>left-clicking</b> with a combat wrench.")
|
|
. += span_notice("You can fold it by <b>right-clicking</b> with a combat wrench.")
|
|
|
|
/obj/machinery/porta_turret/syndicate/toolbox/target(atom/movable/target)
|
|
if(!target)
|
|
return
|
|
|
|
if(shootAt(target))
|
|
setDir(get_dir(base, target))
|
|
|
|
return TRUE
|
|
|
|
/obj/machinery/porta_turret/syndicate/toolbox/attackby(obj/item/attacking_item, mob/living/user, params)
|
|
if(!istype(attacking_item, /obj/item/wrench/combat))
|
|
return ..()
|
|
|
|
if(!attacking_item.toolspeed)
|
|
return
|
|
|
|
if(user.combat_mode)
|
|
balloon_alert(user, "deconstructing...")
|
|
if(!attacking_item.use_tool(src, user, 5 SECONDS, volume = 20))
|
|
return
|
|
|
|
deconstruct(TRUE)
|
|
attacking_item.play_tool_sound(src, 50)
|
|
balloon_alert(user, "deconstructed!")
|
|
|
|
else
|
|
if(atom_integrity == max_integrity)
|
|
balloon_alert(user, "already repaired!")
|
|
return
|
|
|
|
balloon_alert(user, "repairing...")
|
|
while(atom_integrity != max_integrity)
|
|
if(!attacking_item.use_tool(src, user, 2 SECONDS, volume = 20))
|
|
return
|
|
|
|
repair_damage(10)
|
|
|
|
balloon_alert(user, "repaired!")
|
|
|
|
/obj/machinery/porta_turret/syndicate/toolbox/on_deconstruction(disassembled)
|
|
if(disassembled)
|
|
var/atom/movable/old_toolbox = toolbox
|
|
toolbox = null
|
|
old_toolbox.forceMove(drop_location())
|
|
|
|
else
|
|
new /obj/effect/gibspawner/robot(drop_location())
|
|
|
|
return ..()
|
|
|
|
/obj/machinery/porta_turret/syndicate/toolbox/Destroy()
|
|
toolbox = null
|
|
return ..()
|
|
|
|
/obj/machinery/porta_turret/syndicate/toolbox/Exited(atom/movable/gone, direction)
|
|
. = ..()
|
|
if(gone == toolbox)
|
|
toolbox = null
|
|
qdel(src)
|
|
|
|
/obj/machinery/porta_turret/syndicate/toolbox/ui_status(mob/user, datum/ui_state/state)
|
|
if(faction_check(user.faction, faction))
|
|
return ..()
|
|
|
|
return UI_CLOSE
|
|
|
|
/obj/projectile/bullet/toolbox_turret
|
|
damage = 10
|
|
speed = 0.6
|