Files
Bubberstation/code/game/objects/items/fireaxe.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

97 lines
3.3 KiB
Plaintext

/*
* Fireaxe
*/
/obj/item/fireaxe // DEM AXES MAN, marker -Agouri
icon = 'icons/obj/weapons/fireaxe.dmi'
icon_state = "fireaxe0"
base_icon_state = "fireaxe"
lefthand_file = 'icons/mob/inhands/weapons/axes_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/axes_righthand.dmi'
name = "fire axe"
desc = "Truly, the weapon of a madman. Who would think to fight fire with an axe?"
force = 5
throwforce = 15
demolition_mod = 1.25
w_class = WEIGHT_CLASS_BULKY
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BACK
attack_verb_continuous = list("attacks", "chops", "cleaves", "tears", "lacerates", "cuts")
attack_verb_simple = list("attack", "chop", "cleave", "tear", "lacerate", "cut")
hitsound = 'sound/items/weapons/bladeslice.ogg'
sharpness = SHARP_EDGED
armor_type = /datum/armor/item_fireaxe
resistance_flags = FIRE_PROOF
wound_bonus = -15
bare_wound_bonus = 20
/// How much damage to do unwielded
var/force_unwielded = 5
/// How much damage to do wielded
var/force_wielded = 24
/datum/armor/item_fireaxe
fire = 100
acid = 30
/obj/item/fireaxe/Initialize(mapload)
. = ..()
AddComponent(/datum/component/butchering, \
speed = 10 SECONDS, \
effectiveness = 80, \
bonus_modifier = 0 , \
butcher_sound = hitsound, \
)
//axes are not known for being precision butchering tools
AddComponent(/datum/component/two_handed, force_unwielded=force_unwielded, force_wielded=force_wielded, icon_wielded="[base_icon_state]1")
/obj/item/fireaxe/update_icon_state()
icon_state = "[base_icon_state]0"
return ..()
/obj/item/fireaxe/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] axes [user.p_them()]self from head to toe! It looks like [user.p_theyre()] trying to commit suicide!"))
return BRUTELOSS
/obj/item/fireaxe/afterattack(atom/target, mob/user, click_parameters)
if(!HAS_TRAIT(src, TRAIT_WIELDED)) //destroys windows and grilles in one hit
return
if(target.resistance_flags & INDESTRUCTIBLE)
return
if(istype(target, /obj/structure/window) || istype(target, /obj/structure/grille))
target.atom_destruction("fireaxe")
/*
* Bone Axe
*/
/obj/item/fireaxe/boneaxe // Blatant imitation of the fireaxe, but made out of bone.
icon_state = "bone_axe0"
base_icon_state = "bone_axe"
name = "bone axe"
desc = "A large, vicious axe crafted out of several sharpened bone plates and crudely tied together. Made of monsters, by killing monsters, for killing monsters."
force_unwielded = 5
force_wielded = 23
/*
* Metal Hydrogen Axe
*/
/obj/item/fireaxe/metal_h2_axe
icon_state = "metalh2_axe0"
base_icon_state = "metalh2_axe"
name = "metallic hydrogen axe"
desc = "A lightweight crowbar with an extreme sharp fire axe head attached. It trades its heft as a weapon by making it easier to carry around when holstered to suits without having to sacrifice your backpack."
force_unwielded = 5
force_wielded = 15
demolition_mod = 2
tool_behaviour = TOOL_CROWBAR
toolspeed = 1
usesound = 'sound/items/tools/crowbar.ogg'
//boarding axe
/obj/item/fireaxe/boardingaxe
icon_state = "boarding_axe0"
base_icon_state = "boarding_axe"
name = "boarding axe"
desc = "A hulking cleaver that feels like a burden just looking at it. Seems excellent at halving obstacles like windows, airlocks, barricades and people."
force_unwielded = 5
force_wielded = 30
demolition_mod = 3