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

154 lines
5.8 KiB
Plaintext

/obj/item/grenade/flashbang
name = "flashbang"
icon_state = "flashbang"
inhand_icon_state = "flashbang"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
possible_fuse_time = list("3", "4", "5")
var/flashbang_range = 7 //how many tiles away the mob will be stunned.
/obj/item/grenade/flashbang/apply_grenade_fantasy_bonuses(quality)
flashbang_range = modify_fantasy_variable("flashbang_range", flashbang_range, quality)
/obj/item/grenade/flashbang/remove_grenade_fantasy_bonuses(quality)
flashbang_range = reset_fantasy_variable("flashbang_range", flashbang_range)
/obj/item/grenade/flashbang/detonate(mob/living/lanced_by)
. = ..()
if(!.)
return
update_mob()
var/flashbang_turf = get_turf(src)
if(!flashbang_turf)
return
do_sparks(rand(5, 9), FALSE, src)
playsound(flashbang_turf, 'sound/items/weapons/flashbang.ogg', 100, TRUE, 8, 0.9)
new /obj/effect/dummy/lighting_obj (flashbang_turf, flashbang_range + 2, 4, COLOR_WHITE, 2)
for(var/mob/living/living_mob in get_hearers_in_view(flashbang_range, flashbang_turf))
bang(get_turf(living_mob), living_mob)
qdel(src)
/obj/item/grenade/flashbang/proc/bang(turf/turf, mob/living/living_mob)
if(living_mob.stat == DEAD) //They're dead!
return
living_mob.show_message(span_warning("BANG"), MSG_AUDIBLE)
var/distance = max(0, get_dist(get_turf(src), turf))
//Flash
if(living_mob.flash_act(affect_silicon = 1))
living_mob.Paralyze(max(20/max(1, distance), 5))
living_mob.Knockdown(max(200/max(1, distance), 60))
//Bang
if(!distance || loc == living_mob || loc == living_mob.loc)
living_mob.Paralyze(20)
living_mob.Knockdown(200)
living_mob.soundbang_act(1, 200, 10, 15)
else
if(distance <= 1) // Adds more stun as to not prime n' pull (#45381)
living_mob.Paralyze(5)
living_mob.Knockdown(30)
living_mob.soundbang_act(1, max(200 / max(1, distance), 60), rand(0, 5))
/obj/item/grenade/stingbang
name = "stingbang"
icon_state = "timeg"
inhand_icon_state = "flashbang"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
var/flashbang_range = 1 //how many tiles away the mob will be stunned.
shrapnel_type = /obj/projectile/bullet/pellet/stingball
shrapnel_radius = 5
custom_premium_price = PAYCHECK_COMMAND * 3.5 // mostly gotten through cargo, but throw in one for the sec vendor ;)
/obj/item/grenade/stingbang/mega
name = "mega stingbang"
shrapnel_type = /obj/projectile/bullet/pellet/stingball/mega
shrapnel_radius = 12
/obj/item/grenade/stingbang/detonate(mob/living/lanced_by)
if(dud_flags)
active = FALSE
update_appearance()
return FALSE
if(iscarbon(loc))
var/mob/living/carbon/user = loc
var/obj/item/bodypart/bodypart = user.get_holding_bodypart_of_item(src)
if(bodypart)
forceMove(get_turf(user))
user.visible_message("<b>[span_danger("[src] goes off in [user]'s hand, blowing [user.p_their()] [bodypart.plaintext_zone] to bloody shreds!")]</b>", span_userdanger("[src] goes off in your hand, blowing your [bodypart.plaintext_zone] to bloody shreds!"))
bodypart.dismember()
. = ..()
if(!.)
return
update_mob()
var/flashbang_turf = get_turf(src)
if(!flashbang_turf)
return
do_sparks(rand(5, 9), FALSE, src)
playsound(flashbang_turf, 'sound/items/weapons/flashbang.ogg', 50, TRUE, 8, 0.9)
new /obj/effect/dummy/lighting_obj (flashbang_turf, flashbang_range + 2, 2, COLOR_WHITE, 1)
for(var/mob/living/living_mob in get_hearers_in_view(flashbang_range, flashbang_turf))
pop(get_turf(living_mob), living_mob)
qdel(src)
/obj/item/grenade/stingbang/proc/pop(turf/turf, mob/living/living_mob)
if(living_mob.stat == DEAD) //They're dead!
return
living_mob.show_message(span_warning("POP"), MSG_AUDIBLE)
var/distance = max(0, get_dist(get_turf(src), turf))
//Flash
if(living_mob.flash_act(affect_silicon = 1))
living_mob.Paralyze(max(10/max(1, distance), 5))
living_mob.Knockdown(max(100/max(1, distance), 60))
//Bang
if(!distance || loc == living_mob || loc == living_mob.loc)
living_mob.Paralyze(20)
living_mob.Knockdown(200)
living_mob.soundbang_act(1, 200, 10, 15)
if(living_mob.apply_damages(brute = 10, burn = 10))
to_chat(living_mob, span_userdanger("The blast from \the [src] bruises and burns you!"))
// only checking if they're on top of the tile, cause being one tile over will be its own punishment
// Grenade that releases more shrapnel the more times you use it in hand between priming and detonation (sorta like the 9bang from MW3), for admin goofs
/obj/item/grenade/primer
name = "rotfrag grenade"
desc = "A grenade that generates more shrapnel the more you rotate it in your hand after pulling the pin. This one releases shrapnel shards."
icon_state = "timeg"
inhand_icon_state = "flashbang"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
var/rots_per_mag = 3 /// how many times we need to "rotate" the charge in hand per extra tile of magnitude
shrapnel_type = /obj/projectile/bullet/shrapnel
var/rots = 1 /// how many times we've "rotated" the charge
/obj/item/grenade/primer/attack_self(mob/user)
. = ..()
if(active)
user.playsound_local(user, 'sound/misc/box_deploy.ogg', 50, TRUE)
rots++
user.changeNext_move(CLICK_CD_RAPID)
/obj/item/grenade/primer/detonate(mob/living/lanced_by)
shrapnel_radius = round(rots / rots_per_mag)
. = ..()
if(!.)
return
qdel(src)
/obj/item/grenade/primer/stingbang
name = "rotsting"
desc = "A grenade that generates more shrapnel the more you rotate it in your hand after pulling the pin. This one releases stingballs."
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
rots_per_mag = 2
shrapnel_type = /obj/projectile/bullet/pellet/stingball