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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 /🆑
122 lines
3.4 KiB
Plaintext
122 lines
3.4 KiB
Plaintext
//~*~*~*~*SPARKLER*~*~*~*~*~*~
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/obj/item/sparkler
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name = "sparkler"
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desc = "A little stick coated with metal powder and barium nitrate, burns with a pleasing sparkle."
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icon = 'icons/obj/holiday/holiday_misc.dmi'
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icon_state = "sparkler"
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w_class = WEIGHT_CLASS_TINY
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heat = 1000
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/// Burn time in seconds
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var/burntime = 120
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var/lit = FALSE
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/obj/item/sparkler/fire_act(exposed_temperature, exposed_volume)
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light()
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/obj/item/sparkler/attackby(obj/item/item, mob/user, params)
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var/ignition_msg = item.ignition_effect(src, user)
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if(ignition_msg)
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light(user, ignition_msg)
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else
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return ..()
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/obj/item/sparkler/proc/light(mob/user, message)
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if(lit)
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return
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if(user && message)
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user.visible_message(message)
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lit = TRUE
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icon_state = "sparkler_on"
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force = 6
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hitsound = 'sound/items/tools/welder.ogg'
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name = "lit [initial(name)]"
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attack_verb_continuous = list("burns")
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attack_verb_simple = list("burn")
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set_light(l_range = 2, l_power = 2)
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damtype = BURN
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START_PROCESSING(SSobj, src)
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playsound(src, 'sound/effects/fuse.ogg', 20, TRUE)
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update_appearance()
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/obj/item/sparkler/process(seconds_per_tick)
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burntime -= seconds_per_tick
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if(burntime <= 0)
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new /obj/item/stack/rods(drop_location())
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qdel(src)
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else
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open_flame(heat)
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/obj/item/sparkler/Destroy()
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/item/sparkler/ignition_effect(atom/atom, mob/user)
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. = span_notice("[user] gracefully lights [atom] with [src].")
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/obj/item/sparkler/get_temperature()
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return lit * heat
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//~*~*~*~*FIRECRACKER*~*~*~*~*~*~
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/obj/item/grenade/firecracker
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name = "large firecracker"
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desc = "Outlawed in most of the sector. Doubles as an excellent finger remover."
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icon = 'icons/obj/holiday/holiday_misc.dmi'
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icon_state = "firecracker"
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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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w_class = WEIGHT_CLASS_SMALL
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inhand_icon_state = "flare"
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throw_speed = 3
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throw_range = 7
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det_time = 30
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/obj/item/grenade/firecracker/attack_self(mob/user) // You need to light it manually.
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return
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/obj/item/grenade/firecracker/attackby(obj/item/item, mob/user, params)
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var/ignition_msg = item.ignition_effect(src, user)
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if(ignition_msg && !active)
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visible_message(ignition_msg)
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arm_grenade(user)
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else
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return ..()
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/obj/item/grenade/firecracker/fire_act(exposed_temperature, exposed_volume)
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detonate()
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/obj/item/grenade/firecracker/wirecutter_act(mob/living/user, obj/item/item)
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if(active)
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return
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if(det_time)
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det_time -= 10
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to_chat(user, span_notice("You shorten the fuse of [src] with [item]."))
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playsound(src, 'sound/items/tools/wirecutter.ogg', 20, TRUE)
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icon_state = initial(icon_state) + "_[det_time]"
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update_appearance()
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else
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to_chat(user, span_danger("You've already removed all of the fuse!"))
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/obj/item/grenade/firecracker/arm_grenade(mob/user, delayoverride, msg = TRUE, volume = 80)
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log_grenade(user)
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if(user)
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add_fingerprint(user)
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if(msg)
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to_chat(user, span_warning("You prime [src]! [capitalize(DisplayTimeText(det_time))]!"))
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playsound(src, 'sound/effects/fuse.ogg', volume, TRUE)
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active = TRUE
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icon_state = initial(icon_state) + "_active"
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addtimer(CALLBACK(src, PROC_REF(detonate)), isnull(delayoverride)? det_time : delayoverride)
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/obj/item/grenade/firecracker/detonate(mob/living/lanced_by)
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. = ..()
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if(!.)
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return
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update_mob()
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explosion(src, devastation_range = -1, heavy_impact_range = -1, light_impact_range = 2)
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qdel(src)
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