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