Files
Bubberstation/code/game/objects/items/grenades/clusterbuster.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

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6.7 KiB
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////////////////////
//Clusterbang
////////////////////
#define RANDOM_DETONATE_MIN_TIME (1.5 SECONDS)
#define RANDOM_DETONATE_MAX_TIME (6 SECONDS)
/obj/item/grenade/clusterbuster
desc = "Use of this weapon may constitute a war crime in your area, consult your local captain."
name = "clusterbang"
icon = 'icons/obj/weapons/grenade.dmi'
icon_state = "clusterbang"
var/base_state = "clusterbang"
var/payload = /obj/item/grenade/flashbang/cluster
var/payload_spawner = /obj/effect/payload_spawner
var/prime_sound = 'sound/items/weapons/armbomb.ogg'
var/min_spawned = 4
var/max_spawned = 8
var/segment_chance = 35
/obj/item/grenade/clusterbuster/apply_grenade_fantasy_bonuses(quality)
min_spawned = modify_fantasy_variable("min_spawned", min_spawned, round(quality/2))
max_spawned = modify_fantasy_variable("max_spawned", max_spawned, round(quality/2))
/obj/item/grenade/clusterbuster/remove_grenade_fantasy_bonuses(quality)
min_spawned = reset_fantasy_variable("min_spawned", min_spawned)
max_spawned = reset_fantasy_variable("max_spawned", max_spawned)
/obj/item/grenade/clusterbuster/detonate(mob/living/lanced_by)
. = ..()
if(!.)
return
update_mob()
var/numspawned = rand(min_spawned, max_spawned)
var/again = 0
for(var/_ in 1 to numspawned)
if(prob(segment_chance))
again++
numspawned--
for(var/loop in 1 to again)
new /obj/item/grenade/clusterbuster/segment(drop_location(), src)//Creates 'segments' that launches a few more payloads
new payload_spawner(drop_location(), payload, numspawned)//Launches payload
playsound(src, prime_sound, 75, TRUE, -3)
qdel(src)
//////////////////////
//Clusterbang segment
//////////////////////
/obj/item/grenade/clusterbuster/segment
desc = "A smaller segment of a clusterbang. Better run!"
name = "clusterbang segment"
icon = 'icons/obj/weapons/grenade.dmi'
icon_state = "clusterbang_segment"
base_state = "clusterbang_segment"
/obj/item/grenade/clusterbuster/segment/Initialize(mapload, obj/item/grenade/clusterbuster/base)
. = ..()
if(base)
name = "[base.name] segment"
base_state = "[base.base_state]_segment"
icon_state = base_state
payload_spawner = base.payload_spawner
payload = base.payload
prime_sound = base.prime_sound
min_spawned = base.min_spawned
max_spawned = base.max_spawned
icon_state = "[base_state]_active"
active = TRUE
var/steps = rand(1, 4)
for(var/step in 1 to steps)
step_away(src, loc)
addtimer(CALLBACK(src, PROC_REF(detonate)), rand(RANDOM_DETONATE_MIN_TIME, RANDOM_DETONATE_MAX_TIME))
/obj/item/grenade/clusterbuster/segment/detonate(mob/living/lanced_by)
new payload_spawner(drop_location(), payload, rand(min_spawned, max_spawned))
playsound(src, prime_sound, 75, TRUE, -3)
qdel(src)
//////////////////////////////////
//The payload spawner effect
/////////////////////////////////
/obj/effect/payload_spawner/Initialize(mapload, type, numspawned)
..()
if(type && isnum(numspawned))
spawn_payload(type, numspawned)
return INITIALIZE_HINT_QDEL
/obj/effect/payload_spawner/proc/spawn_payload(type, numspawned)
for(var/_ in 1 to numspawned)
var/obj/item/grenade/grenade = new type(loc)
if(istype(grenade))
grenade.active = TRUE
grenade.type_cluster = TRUE
addtimer(CALLBACK(grenade, TYPE_PROC_REF(/obj/item/grenade, detonate)), rand(RANDOM_DETONATE_MIN_TIME, RANDOM_DETONATE_MAX_TIME))
var/steps = rand(1, 4)
for(var/step in 1 to steps)
step_away(src, loc)
/obj/effect/payload_spawner/random_slime
var/volatile = FALSE
/obj/effect/payload_spawner/random_slime/volatile
volatile = TRUE
/obj/item/slime_extract/proc/activate_slime()
var/list/slime_chems = src.activate_reagents
if(!QDELETED(src))
var/chem = pick(slime_chems)
var/amount = 5
if(chem == "lesser plasma") //In the rare case we get another rainbow.
chem = /datum/reagent/toxin/plasma
amount = 4
if(chem == "holy water and uranium")
chem = /datum/reagent/uranium
reagents.add_reagent(/datum/reagent/water/holywater)
reagents.add_reagent(chem, amount)
/obj/effect/payload_spawner/random_slime/spawn_payload(type, numspawned)
for(var/_ in 1 to numspawned)
var/chosen = pick(subtypesof(/obj/item/slime_extract))
var/obj/item/slime_extract/slime_extract = new chosen(loc)
if(volatile)
addtimer(CALLBACK(slime_extract, TYPE_PROC_REF(/obj/item/slime_extract, activate_slime)), rand(RANDOM_DETONATE_MIN_TIME, RANDOM_DETONATE_MAX_TIME))
var/steps = rand(1, 4)
for(var/step in 1 to steps)
step_away(src, loc)
#undef RANDOM_DETONATE_MIN_TIME
#undef RANDOM_DETONATE_MAX_TIME
//////////////////////////////////
//Custom payload clusterbusters
/////////////////////////////////
/obj/item/grenade/flashbang/cluster
icon_state = "flashbang_active"
/obj/item/grenade/clusterbuster/emp
name = "Electromagnetic Storm"
payload = /obj/item/grenade/empgrenade
/obj/item/grenade/clusterbuster/smoke
name = "Ninja Vanish"
payload = /obj/item/grenade/smokebomb
/obj/item/grenade/clusterbuster/metalfoam
name = "Instant Concrete"
payload = /obj/item/grenade/chem_grenade/metalfoam
/obj/item/grenade/clusterbuster/inferno
name = "Inferno"
payload = /obj/item/grenade/chem_grenade/incendiary
/obj/item/grenade/clusterbuster/antiweed
name = "RoundDown"
payload = /obj/item/grenade/chem_grenade/antiweed
/obj/item/grenade/clusterbuster/cleaner
name = "Mr. Proper"
payload = /obj/item/grenade/chem_grenade/cleaner
/obj/item/grenade/clusterbuster/teargas
name = "Oignon Grenade"
payload = /obj/item/grenade/chem_grenade/teargas
/obj/item/grenade/clusterbuster/facid
name = "Aciding Rain"
payload = /obj/item/grenade/chem_grenade/facid
/obj/item/grenade/clusterbuster/syndieminibomb
name = "SyndiWrath"
payload = /obj/item/grenade/syndieminibomb
/obj/item/grenade/clusterbuster/spawner_manhacks
name = "iViscerator"
payload = /obj/item/grenade/spawnergrenade/manhacks
/obj/item/grenade/clusterbuster/spawner_spesscarp
name = "Invasion of the Space Carps"
payload = /obj/item/grenade/spawnergrenade/spesscarp
/obj/item/grenade/clusterbuster/soap
name = "Slipocalypse"
payload = /obj/item/grenade/spawnergrenade/syndiesoap
/obj/item/grenade/clusterbuster/clf3
name = "WELCOME TO HELL"
payload = /obj/item/grenade/chem_grenade/clf3
//random clusterbuster spawner
/obj/item/grenade/clusterbuster/random
icon_state = "random_clusterbang"
/obj/item/grenade/clusterbuster/random/Initialize(mapload)
..()
var/real_type = pick(subtypesof(/obj/item/grenade/clusterbuster))
new real_type(loc)
return INITIALIZE_HINT_QDEL
//rainbow slime effect
/obj/item/grenade/clusterbuster/slime
name = "Blorble Blorble"
icon_state = "slimebang"
base_state = "slimebang"
payload_spawner = /obj/effect/payload_spawner/random_slime
prime_sound = 'sound/effects/bubbles/bubbles.ogg'
/obj/item/grenade/clusterbuster/slime/volatile
payload_spawner = /obj/effect/payload_spawner/random_slime/volatile