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58501dce77
## 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 /🆑
100 lines
3.7 KiB
Plaintext
100 lines
3.7 KiB
Plaintext
/datum/surgery/lobectomy
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name = "Lobectomy" //not to be confused with lobotomy
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organ_to_manipulate = ORGAN_SLOT_LUNGS
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possible_locs = list(BODY_ZONE_CHEST)
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steps = list(
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/datum/surgery_step/incise,
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/datum/surgery_step/retract_skin,
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/datum/surgery_step/saw,
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/datum/surgery_step/clamp_bleeders,
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/datum/surgery_step/lobectomy,
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/datum/surgery_step/close,
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)
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/datum/surgery/lobectomy/mechanic
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name = "Air Filtration Diagnostic"
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requires_bodypart_type = BODYTYPE_ROBOTIC
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steps = list(
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/datum/surgery_step/mechanic_open,
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/datum/surgery_step/open_hatch,
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/datum/surgery_step/mechanic_unwrench,
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/datum/surgery_step/lobectomy/mechanic,
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/datum/surgery_step/mechanic_wrench,
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/datum/surgery_step/mechanic_close,
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)
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/datum/surgery/lobectomy/can_start(mob/user, mob/living/carbon/target)
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var/obj/item/organ/internal/lungs/target_lungs = target.get_organ_slot(ORGAN_SLOT_LUNGS)
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if(isnull(target_lungs) || target_lungs.damage < 60 || target_lungs.operated)
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return FALSE
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return ..()
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//lobectomy, removes the most damaged lung lobe with a 95% base success chance
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/datum/surgery_step/lobectomy
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name = "excise damaged lung node (scalpel)"
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implements = list(
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TOOL_SCALPEL = 95,
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/obj/item/melee/energy/sword = 65,
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/obj/item/knife = 45,
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/obj/item/shard = 35)
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time = 42
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preop_sound = 'sound/items/handling/surgery/scalpel1.ogg'
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success_sound = 'sound/items/handling/surgery/organ1.ogg'
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failure_sound = 'sound/items/handling/surgery/organ2.ogg'
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surgery_effects_mood = TRUE
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/datum/surgery_step/lobectomy/mechanic
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name = "Perform maintenance (scalpel or wrench)"
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implements = list(
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TOOL_SCALPEL = 95,
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TOOL_WRENCH = 95,
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/obj/item/melee/energy/sword = 65,
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/obj/item/knife = 45,
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/obj/item/shard = 35)
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preop_sound = 'sound/items/tools/ratchet.ogg'
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success_sound = 'sound/machines/airlock/doorclick.ogg'
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/datum/surgery_step/lobectomy/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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display_results(
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user,
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target,
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span_notice("You begin to make an incision in [target]'s lungs..."),
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span_notice("[user] begins to make an incision in [target]."),
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span_notice("[user] begins to make an incision in [target]."),
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)
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display_pain(target, "You feel a stabbing pain in your chest!")
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/datum/surgery_step/lobectomy/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
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if(ishuman(target))
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var/mob/living/carbon/human/human_target = target
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var/obj/item/organ/internal/lungs/target_lungs = human_target.get_organ_slot(ORGAN_SLOT_LUNGS)
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human_target.setOrganLoss(ORGAN_SLOT_LUNGS, 60)
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if(target_lungs)
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target_lungs.operated = TRUE
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if(target_lungs.organ_flags & ORGAN_EMP) //If our organ is failing due to an EMP, fix that
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target_lungs.organ_flags &= ~ORGAN_EMP
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display_results(
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user,
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target,
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span_notice("You successfully excise [human_target]'s most damaged lobe."),
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span_notice("Successfully removes a piece of [human_target]'s lungs."),
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"",
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)
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display_pain(target, "Your chest hurts like hell, but breathing becomes slightly easier.")
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return ..()
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/datum/surgery_step/lobectomy/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(ishuman(target))
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var/mob/living/carbon/human/human_target = target
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display_results(
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user,
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target,
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span_warning("You screw up, failing to excise [human_target]'s damaged lobe!"),
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span_warning("[user] screws up!"),
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span_warning("[user] screws up!"),
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)
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display_pain(target, "You feel a sharp stab in your chest; the wind is knocked out of you and it hurts to catch your breath!")
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human_target.losebreath += 4
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human_target.adjustOrganLoss(ORGAN_SLOT_LUNGS, 10)
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return FALSE
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