Files
Bubberstation/code/modules/paperwork/paper_biscuit.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

149 lines
5.5 KiB
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/obj/item/folder/biscuit
name = "biscuit card"
desc = "A biscuit card. On the back, <b>DO NOT DIGEST</b> is printed in large lettering."
icon_state = "paperbiscuit"
bg_color = "#ffffff"
w_class = WEIGHT_CLASS_TINY
max_integrity = 130
drop_sound = 'sound/items/handling/disk_drop.ogg'
pickup_sound = 'sound/items/handling/disk_pickup.ogg'
contents_hidden = TRUE
/// Is biscuit cracked open or not?
var/cracked = FALSE
/// The paper slip inside, if there is one
var/obj/item/paper/paperslip/contained_slip
/obj/item/folder/biscuit/Initialize(mapload)
. = ..()
if(ispath(contained_slip, /obj/item/paper/paperslip))
contained_slip = new contained_slip(src)
/obj/item/folder/biscuit/Destroy()
if(isdatum(contained_slip))
QDEL_NULL(contained_slip)
return ..()
/obj/item/folder/biscuit/Exited(atom/movable/gone, direction)
. = ..()
if(contained_slip == gone)
contained_slip = null
/obj/item/folder/biscuit/Entered(atom/movable/arrived, atom/old_loc, list/atom/old_locs)
. = ..()
if(isnull(contained_slip) && istype(arrived, /obj/item/paper/paperslip))
contained_slip = arrived
/obj/item/folder/biscuit/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] tries to eat [src]! [user.p_theyre()] trying to commit suicide!"))
playsound(get_turf(user), 'sound/effects/wounds/crackandbleed.ogg', 40, TRUE) //Don't eat plastic cards kids, they get really sharp if you chew on them.
return BRUTELOSS
/obj/item/folder/biscuit/update_overlays()
. = ..()
if(contents.len) //This is to prevent the unsealed biscuit from having the folder_paper overlay when it gets sealed
. -= "folder_paper"
if(cracked) //Shows overlay only when it has contents and is cracked open
. += "paperbiscuit_paper"
///Checks if the biscuit has been already cracked.
/obj/item/folder/biscuit/proc/crack_check(mob/user)
if (cracked)
return TRUE
balloon_alert(user, "unopened!")
return FALSE
/obj/item/folder/biscuit/examine()
. = ..()
if(cracked)
. += span_notice("It's been cracked open.")
else
. += span_notice("You'll need to crack it open to access its contents.")
if(contained_slip)
. += "This one contains [contained_slip.name]."
//The next few checks are done to prevent you from reaching the contents or putting anything inside when it's not cracked open
/obj/item/folder/biscuit/remove_item(obj/item/item, mob/user)
if (!crack_check(user))
return
return ..()
/obj/item/folder/biscuit/attack_hand(mob/user, list/modifiers)
if (LAZYACCESS(modifiers, RIGHT_CLICK) && !crack_check(user))
return
return ..()
/obj/item/folder/biscuit/attackby(obj/item/weapon, mob/user, params)
if (is_type_in_typecache(weapon, folder_insertables) && !crack_check(user))
return
return ..()
/obj/item/folder/biscuit/attack_self(mob/user)
add_fingerprint(user)
if (!cracked)
if (tgui_alert(user, "Do you want to crack it open?", "Biscuit Cracking", list("Yes", "No")) != "Yes")
return
cracked = TRUE
contents_hidden = FALSE
playsound(get_turf(user), 'sound/effects/wounds/crack1.ogg', 60)
icon_state = "[icon_state]_cracked"
update_appearance()
ui_interact(user)
//Corporate "confidential" biscuit cards
/obj/item/folder/biscuit/confidential
name = "confidential biscuit card"
desc = "A confidential biscuit card. The tasteful blue color and NT logo on the front makes it look a little like a chocolate bar. \
On the back, <b>DO NOT DIGEST</b> is printed in large lettering."
icon_state = "paperbiscuit_secret"
bg_color = "#355e9f"
/obj/item/folder/biscuit/confidential/spare_id_safe_code
name = "spare ID safe code biscuit card"
contained_slip = /obj/item/paper/paperslip/corporate/fluff/spare_id_safe_code
/obj/item/folder/biscuit/confidential/emergency_spare_id_safe_code
name = "spare emergency ID safe code biscuit card"
contained_slip = /obj/item/paper/paperslip/corporate/fluff/emergency_spare_id_safe_code
//Biscuits which start open. Used for crafting, printing, and such
/obj/item/folder/biscuit/unsealed
name = "biscuit card"
desc = "A biscuit card. On the back, <b>DO NOT DIGEST</b> is printed in large lettering."
icon_state = "paperbiscuit_cracked"
contents_hidden = FALSE
cracked = TRUE
///Was the biscuit already sealed by players? Prevents re-sealing after use
var/has_been_sealed = FALSE
///What is the sprite for when it's sealed? It starts unsealed, so needs a sprite for when it's sealed.
var/sealed_icon = "paperbiscuit"
/obj/item/folder/biscuit/unsealed/examine()
. = ..()
if(!has_been_sealed)
. += span_notice("This one could be sealed <b>in hand</b>. Once sealed, the contents are inaccessible until cracked open again - but once opened this is irreversible.")
//Asks if you want to seal the biscuit, after you do that it behaves like a normal paper biscuit.
/obj/item/folder/biscuit/unsealed/attack_self(mob/user)
add_fingerprint(user)
if(!cracked)
return ..()
if(tgui_alert(user, "Do you want to seal it? This can only be done once.", "Biscuit Sealing", list("Yes", "No")) != "Yes")
return
cracked = FALSE
has_been_sealed = TRUE
contents_hidden = TRUE
playsound(get_turf(user), 'sound/items/duct_tape/duct_tape_snap.ogg', 60)
icon_state = "[sealed_icon]"
update_appearance()
/obj/item/folder/biscuit/unsealed/confidential
name = "confidential biscuit card"
desc = "A confidential biscuit card. The tasteful blue color and NT logo on the front makes it look a little like a chocolate bar. On the back, <b>DO NOT DIGEST</b> is printed in large lettering."
icon_state = "paperbiscuit_secret_cracked"
bg_color = "#355e9f"
sealed_icon = "paperbiscuit_secret"