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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 /🆑
154 lines
6.3 KiB
Plaintext
154 lines
6.3 KiB
Plaintext
//open shell
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/datum/surgery_step/mechanic_open
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name = "unscrew shell (screwdriver or scalpel)"
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implements = list(
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TOOL_SCREWDRIVER = 100,
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TOOL_SCALPEL = 75, // med borgs could try to unscrew shell with scalpel
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/obj/item/knife = 50,
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/obj/item = 10) // 10% success with any sharp item.
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time = 24
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preop_sound = 'sound/items/tools/screwdriver.ogg'
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success_sound = 'sound/items/tools/screwdriver2.ogg'
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/datum/surgery_step/mechanic_open/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 unscrew the shell of [target]'s [target.parse_zone_with_bodypart(target_zone)]..."),
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span_notice("[user] begins to unscrew the shell of [target]'s [target.parse_zone_with_bodypart(target_zone)]."),
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span_notice("[user] begins to unscrew the shell of [target]'s [target.parse_zone_with_bodypart(target_zone)]."),
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)
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display_pain(target, "You can feel your [target.parse_zone_with_bodypart(target_zone)] grow numb as the sensory panel is unscrewed.", TRUE)
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/datum/surgery_step/mechanic_open/tool_check(mob/user, obj/item/tool)
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if(implement_type == /obj/item && !tool.get_sharpness())
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return FALSE
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if(tool.usesound)
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preop_sound = tool.usesound
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return TRUE
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//close shell
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/datum/surgery_step/mechanic_close
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name = "screw shell (screwdriver or scalpel)"
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implements = list(
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TOOL_SCREWDRIVER = 100,
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TOOL_SCALPEL = 75,
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/obj/item/knife = 50,
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/obj/item = 10) // 10% success with any sharp item.
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time = 24
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preop_sound = 'sound/items/tools/screwdriver.ogg'
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success_sound = 'sound/items/tools/screwdriver2.ogg'
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/datum/surgery_step/mechanic_close/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 screw the shell of [target]'s [target.parse_zone_with_bodypart(target_zone)]..."),
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span_notice("[user] begins to screw the shell of [target]'s [target.parse_zone_with_bodypart(target_zone)]."),
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span_notice("[user] begins to screw the shell of [target]'s [target.parse_zone_with_bodypart(target_zone)]."),
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)
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display_pain(target, "You feel the faint pricks of sensation return as your [target.parse_zone_with_bodypart(target_zone)]'s panel is screwed in.", TRUE)
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/datum/surgery_step/mechanic_close/tool_check(mob/user, obj/item/tool)
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if(implement_type == /obj/item && !tool.get_sharpness())
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return FALSE
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if(tool.usesound)
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preop_sound = tool.usesound
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return TRUE
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//prepare electronics
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/datum/surgery_step/prepare_electronics
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name = "prepare electronics (multitool or hemostat)"
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implements = list(
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TOOL_MULTITOOL = 100,
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TOOL_HEMOSTAT = 75)
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time = 24
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preop_sound = 'sound/items/taperecorder/tape_flip.ogg'
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success_sound = 'sound/items/taperecorder/taperecorder_close.ogg'
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/datum/surgery_step/prepare_electronics/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 prepare electronics in [target]'s [target.parse_zone_with_bodypart(target_zone)]..."),
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span_notice("[user] begins to prepare electronics in [target]'s [target.parse_zone_with_bodypart(target_zone)]."),
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span_notice("[user] begins to prepare electronics in [target]'s [target.parse_zone_with_bodypart(target_zone)]."),
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)
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display_pain(target, "You can feel a faint buzz in your [target.parse_zone_with_bodypart(target_zone)] as the electronics reboot.", TRUE)
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//unwrench
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/datum/surgery_step/mechanic_unwrench
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name = "unwrench bolts (wrench or retractor)"
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implements = list(
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TOOL_WRENCH = 100,
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TOOL_RETRACTOR = 75)
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time = 24
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preop_sound = 'sound/items/tools/ratchet.ogg'
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/datum/surgery_step/mechanic_unwrench/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 unwrench some bolts in [target]'s [target.parse_zone_with_bodypart(target_zone)]..."),
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span_notice("[user] begins to unwrench some bolts in [target]'s [target.parse_zone_with_bodypart(target_zone)]."),
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span_notice("[user] begins to unwrench some bolts in [target]'s [target.parse_zone_with_bodypart(target_zone)]."),
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)
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display_pain(target, "You feel a jostle in your [target.parse_zone_with_bodypart(target_zone)] as the bolts begin to loosen.", TRUE)
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/datum/surgery_step/mechanic_unwrench/tool_check(mob/user, obj/item/tool)
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if(tool.usesound)
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preop_sound = tool.usesound
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return TRUE
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//wrench
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/datum/surgery_step/mechanic_wrench
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name = "wrench bolts (wrench or retractor)"
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implements = list(
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TOOL_WRENCH = 100,
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TOOL_RETRACTOR = 75)
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time = 24
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preop_sound = 'sound/items/tools/ratchet.ogg'
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/datum/surgery_step/mechanic_wrench/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 wrench some bolts in [target]'s [target.parse_zone_with_bodypart(target_zone)]..."),
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span_notice("[user] begins to wrench some bolts in [target]'s [target.parse_zone_with_bodypart(target_zone)]."),
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span_notice("[user] begins to wrench some bolts in [target]'s [target.parse_zone_with_bodypart(target_zone)]."),
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)
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display_pain(target, "You feel a jostle in your [target.parse_zone_with_bodypart(target_zone)] as the bolts begin to tighten.", TRUE)
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/datum/surgery_step/mechanic_wrench/tool_check(mob/user, obj/item/tool)
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if(tool.usesound)
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preop_sound = tool.usesound
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return TRUE
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//open hatch
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/datum/surgery_step/open_hatch
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name = "open the hatch (hand)"
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accept_hand = TRUE
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time = 10
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preop_sound = 'sound/items/tools/ratchet.ogg'
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preop_sound = 'sound/machines/airlock/doorclick.ogg'
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/datum/surgery_step/open_hatch/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 open the hatch holders in [target]'s [target.parse_zone_with_bodypart(target_zone)]..."),
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span_notice("[user] begins to open the hatch holders in [target]'s [target.parse_zone_with_bodypart(target_zone)]."),
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span_notice("[user] begins to open the hatch holders in [target]'s [target.parse_zone_with_bodypart(target_zone)]."),
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)
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display_pain(target, "The last faint pricks of tactile sensation fade from your [target.parse_zone_with_bodypart(target_zone)] as the hatch is opened.", TRUE)
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/datum/surgery_step/open_hatch/tool_check(mob/user, obj/item/tool)
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if(tool.usesound)
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preop_sound = tool.usesound
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return TRUE
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