Files
Bubberstation/code/game/objects/items/bodybag.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

140 lines
6.0 KiB
Plaintext

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