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* Refactors atom/Initialize Captialized for compiling correctness and to be more inline with Destroy Will now be called from atom/New if the world initialization loop in SSobj has already run. Should always call the base. Now comes with the `roundstart` parameter indicating whether or not it was called by SSobj or atom/New Other fixes/tweaks: - Renamed a proc called Initialize in abduction consoles to Setup - Removed /obj/item/device/radio/headset/headset_sec/department: Broken and referenced literally nowhere in the code - Removed a spawn from the Initialize of turbine_computer which made literally zero sense - Generalized the proc which fixes RND servers with no id set Reasoning: It's better to check roundstart per function than to have to duplicate code in New and Initialize. Think of it as a safer New for atoms. If we move enough stuff to it, initial map load performance will increase due to less New calls * Fixed a thing * Actually, fuck the police * >Expecting a merge without errors * >Not calling ..() in New * Sanic * Fix the headset bug * Makes sure the map loaders dew it right * Fixes ruins being initialized twice * Rename roundstart -> mapload * Revert "Rename roundstart -> mapload" This reverts commit 667c327fd2ccfa3ce4f4db52eac03f9e8b0f6812. * Remove unrelated change * A more direct solution to map loads * And now we shouldnt need this warning * Add the new var to SSobj recovery * Revert "Revert "Rename roundstart -> mapload"" This reverts commit dee07dbd5e4696554ac43aae5b91cce743b9b9e0. * Line endings
84 lines
2.6 KiB
Plaintext
84 lines
2.6 KiB
Plaintext
//copy pasta of the space piano, don't hurt me -Pete
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/obj/item/device/instrument
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name = "generic instrument"
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resistance_flags = FLAMMABLE
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obj_integrity = 100
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max_integrity = 100
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var/datum/song/handheld/song
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var/instrumentId = "generic"
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var/instrumentExt = "ogg"
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/obj/item/device/instrument/New()
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song = new(instrumentId, src)
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song.instrumentExt = instrumentExt
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..()
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/obj/item/device/instrument/Destroy()
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qdel(song)
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song = null
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return ..()
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/obj/item/device/instrument/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] begins to play 'Gloomy Sunday'! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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return (BRUTELOSS)
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/obj/item/device/instrument/Initialize(mapload)
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..()
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if(mapload)
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song.tempo = song.sanitize_tempo(song.tempo) // tick_lag isn't set when the map is loaded
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/obj/item/device/instrument/attack_self(mob/user)
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if(!user.IsAdvancedToolUser())
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user << "<span class='warning'>You don't have the dexterity to do this!</span>"
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return 1
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interact(user)
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/obj/item/device/instrument/interact(mob/user)
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if(!user)
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return
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if(!isliving(user) || user.stat || user.restrained() || user.lying)
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return
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user.set_machine(src)
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song.interact(user)
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/obj/item/device/instrument/violin
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name = "space violin"
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desc = "A wooden musical instrument with four strings and a bow. \"The devil went down to space, he was looking for an assistant to grief.\""
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icon = 'icons/obj/musician.dmi'
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icon_state = "violin"
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item_state = "violin"
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force = 10
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hitsound = "swing_hit"
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instrumentId = "violin"
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/obj/item/device/instrument/violin/golden
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name = "golden violin"
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desc = "A golden musical instrument with four strings and a bow. \"The devil went down to space, he was looking for an assistant to grief.\""
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icon_state = "golden_violin"
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item_state = "golden_violin"
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resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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/obj/item/device/instrument/guitar
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name = "guitar"
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desc = "It's made of wood and has bronze strings."
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icon = 'icons/obj/musician.dmi'
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icon_state = "guitar"
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item_state = "guitar"
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force = 10
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attack_verb = list("played metal on", "serenaded", "crashed", "smashed")
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hitsound = 'sound/weapons/stringsmash.ogg'
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instrumentId = "guitar"
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/obj/item/device/instrument/eguitar
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name = "electric guitar"
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desc = "Makes all your shredding needs possible."
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icon = 'icons/obj/musician.dmi'
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icon_state = "eguitar"
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item_state = "eguitar"
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force = 12
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attack_verb = list("played metal on", "shredded", "crashed", "smashed")
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hitsound = 'sound/weapons/stringsmash.ogg'
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instrumentId = "eguitar"
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