Files
Bubberstation/code/game/objects/structures/curtains.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

157 lines
4.1 KiB
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/**
* Shower Curtains
*/
/obj/structure/curtain
name = "curtain"
desc = "Contains less than 1% mercury."
icon = 'icons/obj/watercloset.dmi'
icon_state = "bathroom-open"
color = "#ACD1E9" //Default color, didn't bother hardcoding other colors, mappers can and should easily change it.
alpha = 200 //Mappers can also just set this to 255 if they want curtains that can't be seen through
layer = SIGN_LAYER
anchored = TRUE
opacity = FALSE
density = FALSE
/// used in making the icon state
var/icon_type = "bathroom"
var/open = TRUE
/// if it can be seen through when closed
var/opaque_closed = FALSE
/obj/structure/curtain/Initialize(mapload)
// see-through curtains should let emissives shine through
if(!opaque_closed)
blocks_emissive = EMISSIVE_BLOCK_NONE
return ..()
/obj/structure/curtain/proc/toggle()
open = !open
if(open)
layer = SIGN_LAYER
set_opacity(FALSE)
else
layer = WALL_OBJ_LAYER
if(opaque_closed)
set_opacity(TRUE)
update_appearance()
/obj/structure/curtain/update_icon_state()
icon_state = "[icon_type]-[open ? "open" : "closed"]"
return ..()
/obj/structure/curtain/attackby(obj/item/W, mob/user)
if (istype(W, /obj/item/toy/crayon))
color = input(user,"","Choose Color",color) as color
else
return ..()
/obj/structure/curtain/wrench_act(mob/living/user, obj/item/tool)
. = ..()
default_unfasten_wrench(user, tool, time = 5 SECONDS)
return TRUE
/obj/structure/curtain/wirecutter_act(mob/living/user, obj/item/I)
..()
if(anchored)
return TRUE
user.visible_message(span_warning("[user] cuts apart [src]."),
span_notice("You start to cut apart [src]."), span_hear("You hear cutting."))
if(I.use_tool(src, user, 50, volume=100) && !anchored)
to_chat(user, span_notice("You cut apart [src]."))
deconstruct()
return TRUE
/obj/structure/curtain/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
playsound(loc, 'sound/effects/curtain.ogg', 50, TRUE)
toggle()
/obj/structure/curtain/atom_deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/cloth (loc, 2)
new /obj/item/stack/sheet/plastic (loc, 2)
new /obj/item/stack/rods (loc, 1)
/obj/structure/curtain/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(damage_amount)
playsound(src.loc, 'sound/items/weapons/slash.ogg', 80, TRUE)
else
playsound(loc, 'sound/items/weapons/tap.ogg', 50, TRUE)
if(BURN)
playsound(loc, 'sound/items/tools/welder.ogg', 80, TRUE)
/obj/structure/curtain/bounty
icon_type = "bounty"
icon_state = "bounty-open"
color = null
alpha = 255
opaque_closed = TRUE
/obj/structure/curtain/bounty/start_closed
icon_state = "bounty-closed"
/obj/structure/curtain/bounty/start_closed/Initialize(mapload)
. = ..()
if(open)
toggle()
/obj/structure/curtain/cloth
color = null
alpha = 255
opaque_closed = TRUE
/obj/structure/curtain/cloth/atom_deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/cloth (loc, 4)
new /obj/item/stack/rods (loc, 1)
/obj/structure/curtain/cloth/fancy
icon_type = "cur_fancy"
icon_state = "cur_fancy-open"
/obj/structure/curtain/cloth/fancy/mechanical
var/id = null
/obj/structure/curtain/cloth/fancy/mechanical/Destroy()
GLOB.curtains -= src
return ..()
/obj/structure/curtain/cloth/fancy/mechanical/Initialize(mapload)
. = ..()
GLOB.curtains += src
/obj/structure/curtain/cloth/fancy/mechanical/connect_to_shuttle(mapload, obj/docking_port/mobile/port, obj/docking_port/stationary/dock)
id = "[port.shuttle_id]_[id]"
/obj/structure/curtain/cloth/fancy/mechanical/proc/open()
icon_state = "[icon_type]-open"
layer = SIGN_LAYER
SET_PLANE_IMPLICIT(src, GAME_PLANE)
set_density(FALSE)
open = TRUE
set_opacity(FALSE)
/obj/structure/curtain/cloth/fancy/mechanical/proc/close()
icon_state = "[icon_type]-closed"
layer = WALL_OBJ_LAYER
set_density(TRUE)
open = FALSE
if(opaque_closed)
set_opacity(TRUE)
/obj/structure/curtain/cloth/fancy/mechanical/attack_hand(mob/user, list/modifiers)
return
/obj/structure/curtain/cloth/fancy/mechanical/start_closed
icon_state = "cur_fancy-closed"
/obj/structure/curtain/cloth/fancy/mechanical/start_closed/Initialize(mapload)
. = ..()
close()