mirror of
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 /🆑
140 lines
6.0 KiB
Plaintext
140 lines
6.0 KiB
Plaintext
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/obj/item/bodybag
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name = "body bag"
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desc = "A folded bag designed for the storage and transportation of cadavers."
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icon = 'icons/obj/medical/bodybag.dmi'
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icon_state = "bodybag_folded"
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w_class = WEIGHT_CLASS_SMALL
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///Stored path we use for spawning a new body bag entity when unfolded.
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var/unfoldedbag_path = /obj/structure/closet/body_bag
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/obj/item/bodybag/attack_self(mob/user)
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if(user.is_holding(src))
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deploy_bodybag(user, get_turf(user))
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else
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deploy_bodybag(user, get_turf(src))
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/obj/item/bodybag/interact_with_atom(atom/interacting_with, mob/living/user, flags)
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if(isopenturf(interacting_with))
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deploy_bodybag(user, interacting_with)
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return ITEM_INTERACT_SUCCESS
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return NONE
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/obj/item/bodybag/attempt_pickup(mob/user)
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// can't pick ourselves up if we are inside of the bodybag, else very weird things may happen
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if(contains(user))
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return TRUE
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return ..()
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/**
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* Creates a new body bag item when unfolded, at the provided location, replacing the body bag item.
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* * mob/user: User opening the body bag.
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* * atom/location: the place/entity/mob where the body bag is being deployed from.
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*/
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/obj/item/bodybag/proc/deploy_bodybag(mob/user, atom/location)
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var/obj/structure/closet/body_bag/item_bag = new unfoldedbag_path(location)
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item_bag.open(user)
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item_bag.add_fingerprint(user)
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item_bag.foldedbag_instance = src
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moveToNullspace()
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return item_bag
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/obj/item/bodybag/suicide_act(mob/living/user)
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if(isopenturf(user.loc))
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user.visible_message(span_suicide("[user] is crawling into [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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var/obj/structure/closet/body_bag/R = new unfoldedbag_path(user.loc)
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R.add_fingerprint(user)
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qdel(src)
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user.forceMove(R)
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playsound(src, 'sound/items/zip/zip.ogg', 15, TRUE, -3)
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return OXYLOSS
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// Bluespace bodybag
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/obj/item/bodybag/bluespace
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name = "bluespace body bag"
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desc = "A folded bluespace body bag designed for the storage and transportation of cadavers."
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icon = 'icons/obj/medical/bodybag.dmi'
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icon_state = "bluebodybag_folded"
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unfoldedbag_path = /obj/structure/closet/body_bag/bluespace
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w_class = WEIGHT_CLASS_SMALL
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item_flags = NO_MAT_REDEMPTION
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/obj/item/bodybag/bluespace/examine(mob/user)
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. = ..()
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if(contents.len)
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var/s = contents.len == 1 ? "" : "s"
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. += span_notice("You can make out the shape[s] of [contents.len] object[s] through the fabric.")
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/obj/item/bodybag/bluespace/Destroy()
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for(var/atom/movable/A in contents)
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A.forceMove(get_turf(src))
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if(isliving(A))
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to_chat(A, span_notice("You suddenly feel the space around you torn apart! You're free!"))
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return ..()
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/obj/item/bodybag/bluespace/deploy_bodybag(mob/user, atom/location)
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var/obj/structure/closet/body_bag/item_bag = new unfoldedbag_path(location)
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for(var/atom/movable/inside in contents)
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inside.forceMove(item_bag)
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if(isliving(inside))
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to_chat(inside, span_notice("You suddenly feel air around you! You're free!"))
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item_bag.open(user)
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item_bag.add_fingerprint(user)
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item_bag.foldedbag_instance = src
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moveToNullspace()
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return item_bag
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/obj/item/bodybag/bluespace/container_resist_act(mob/living/user)
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if(user.incapacitated)
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to_chat(user, span_warning("You can't get out while you're restrained like this!"))
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return
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user.changeNext_move(CLICK_CD_BREAKOUT)
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user.last_special = world.time + CLICK_CD_BREAKOUT
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to_chat(user, span_notice("You claw at the fabric of [src], trying to tear it open..."))
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to_chat(loc, span_warning("Someone starts trying to break free of [src]!"))
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if(!do_after(user, 12 SECONDS, src, timed_action_flags = (IGNORE_TARGET_LOC_CHANGE|IGNORE_HELD_ITEM)))
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return
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// you are still in the bag? time to go unless you KO'd, honey!
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// if they escape during this time and you rebag them the timer is still clocking down and does NOT reset so they can very easily get out.
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if(user.incapacitated)
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to_chat(loc, span_warning("The pressure subsides. It seems that they've stopped resisting..."))
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return
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loc.visible_message(span_warning("[user] suddenly appears in front of [loc]!"), span_userdanger("[user] breaks free of [src]!"))
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qdel(src)
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/obj/item/bodybag/environmental
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name = "environmental protection bag"
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desc = "A folded, reinforced bag designed to protect against exoplanetary environmental storms."
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icon = 'icons/obj/medical/bodybag.dmi'
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icon_state = "envirobag_folded"
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unfoldedbag_path = /obj/structure/closet/body_bag/environmental
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w_class = WEIGHT_CLASS_NORMAL //It's reinforced and insulated, like a beefed-up sleeping bag, so it has a higher bulkiness than regular bodybag
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resistance_flags = ACID_PROOF | FIRE_PROOF | FREEZE_PROOF
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/obj/item/bodybag/environmental/nanotrasen
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name = "elite environmental protection bag"
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desc = "A folded, heavily reinforced, and insulated bag, capable of fully isolating its contents from external factors."
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icon_state = "ntenvirobag_folded"
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unfoldedbag_path = /obj/structure/closet/body_bag/environmental/nanotrasen
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resistance_flags = ACID_PROOF | FIRE_PROOF | FREEZE_PROOF | LAVA_PROOF
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/obj/item/bodybag/environmental/prisoner
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name = "prisoner transport bag"
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desc = "Intended for transport of prisoners through hazardous environments, this folded environmental protection bag comes with straps to keep an occupant secure."
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icon = 'icons/obj/medical/bodybag.dmi'
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icon_state = "prisonerenvirobag_folded"
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unfoldedbag_path = /obj/structure/closet/body_bag/environmental/prisoner
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/obj/item/bodybag/environmental/prisoner/pressurized
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name = "pressurized prisoner transport bag"
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unfoldedbag_path = /obj/structure/closet/body_bag/environmental/prisoner/pressurized
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/obj/item/bodybag/environmental/prisoner/syndicate
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name = "syndicate prisoner transport bag"
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desc = "An alteration of Nanotrasen's environmental protection bag which has been used in several high-profile kidnappings. Designed to keep a victim unconscious, alive, and secured until they are transported to a required location."
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icon = 'icons/obj/medical/bodybag.dmi'
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icon_state = "syndieenvirobag_folded"
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unfoldedbag_path = /obj/structure/closet/body_bag/environmental/prisoner/pressurized/syndicate
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resistance_flags = ACID_PROOF | FIRE_PROOF | FREEZE_PROOF | LAVA_PROOF
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