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

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