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