Files
Bubberstation/code/game/objects/items/tail_pin.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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/obj/item/tail_pin
icon = 'icons/obj/poster.dmi'
icon_state = "tailpin"
name = "tail pin"
desc = "Officially branded 'pin the tail on the corgi' style party implement. Not intended to be used on people."
force = 0
w_class = WEIGHT_CLASS_SMALL
throwforce = 0
throw_speed = 1
custom_materials = list(/datum/material/iron= HALF_SHEET_MATERIAL_AMOUNT)
hitsound = 'sound/items/weapons/bladeslice.ogg'
attack_verb_continuous = list("pokes", "jabs", "pins the tail on")
attack_verb_simple = list("poke", "jab")
sharpness = SHARP_POINTY
max_integrity = 200
layer = CORGI_ASS_PIN_LAYER
embed_type = /datum/embed_data/corgi_pin
/datum/embed_data/corgi_pin
pain_chance = 0
jostle_pain_mult = 0
ignore_throwspeed_threshold = TRUE
/obj/item/poster/tail_board
name = "party game poster"
poster_type = /obj/structure/sign/poster/party_game
icon_state = "rolled_poster"
/obj/structure/sign/poster/party_game
name = "pin the tail on the corgi"
desc = "The rules are simple, pin the tail on the corgi, while blindfolded. Are you a bad enough dude to hit the target?"
icon_state = "pinningposter"
poster_item_name = "party game poster"
poster_item_desc = "Place it on a wall to start playing pin the tail on the corgi."
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/sign/poster/party_game, 32)
/obj/structure/sign/poster/party_game/attackby(obj/item/I, mob/user, params)
. = ..()
if(!istype(I,/obj/item/tail_pin))//We're using the same trick that tables use for placing objects x and y onto the click location.
return
if(!user.transferItemToLoc(I, drop_location(), silent = FALSE))
return
var/list/modifiers = params2list(params)
if(!LAZYACCESS(modifiers, ICON_X) || !LAZYACCESS(modifiers, ICON_Y))
return
I.pixel_x = clamp(text2num(LAZYACCESS(modifiers, ICON_X)) - 16, -(world.icon_size/2), world.icon_size/2)
I.pixel_y = clamp(text2num(LAZYACCESS(modifiers, ICON_Y)) - 16, -(world.icon_size/2), world.icon_size/2)
return TRUE