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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 /🆑
103 lines
4.0 KiB
Plaintext
103 lines
4.0 KiB
Plaintext
/**
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* Attached to an atom, creates an explosion when it is interacted with
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*/
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/datum/component/interaction_booby_trap
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/// Explosion radius of light damage
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var/explosion_light_range
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/// Explosion radius of heavy damage
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var/explosion_heavy_range
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/// Sound to play when triggered
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var/triggered_sound
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/// Time to wait between being triggered and blowing up
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var/trigger_delay
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/// Looping sound to clue people in that something is up
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var/datum/looping_sound/active_sound_loop
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/// Using this tool on the atom will defuse the explosive
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var/defuse_tool
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/// List of additional signals which should make this explode
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var/list/additional_triggers
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/// Callback to run when we're going to explode
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var/datum/callback/on_triggered_callback
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/// Callback to run when we've been defused
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var/datum/callback/on_defused_callback
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/// Time until we explode
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var/explode_timer
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/datum/component/interaction_booby_trap/Initialize(
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explosion_light_range = 3,
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explosion_heavy_range = 1, // So we destroy some machine components
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triggered_sound = 'sound/machines/beep/triple_beep.ogg',
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trigger_delay = 0.5 SECONDS,
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sound_loop_type = /datum/looping_sound/trapped_machine_beep,
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defuse_tool = TOOL_SCREWDRIVER,
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additional_triggers = list(),
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datum/callback/on_triggered_callback = null,
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datum/callback/on_defused_callback = null,
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)
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if(!isatom(parent))
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return COMPONENT_INCOMPATIBLE
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src.explosion_light_range = explosion_light_range
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src.explosion_heavy_range = explosion_heavy_range
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src.triggered_sound = triggered_sound
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src.trigger_delay = trigger_delay
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src.defuse_tool = defuse_tool
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src.additional_triggers = additional_triggers
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src.on_triggered_callback = on_triggered_callback
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src.on_defused_callback = on_defused_callback
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if (sound_loop_type)
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active_sound_loop = new sound_loop_type(parent)
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active_sound_loop.start()
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RegisterSignal(parent, COMSIG_ATOM_ATTACK_HAND, PROC_REF(on_touched))
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RegisterSignal(parent, COMSIG_ATOM_EXAMINE_MORE, PROC_REF(on_examine))
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if (defuse_tool)
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RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(defuse_tool), PROC_REF(on_defused))
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if (length(additional_triggers))
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RegisterSignals(parent, additional_triggers, PROC_REF(trigger_explosive))
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/datum/component/interaction_booby_trap/Destroy(force)
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UnregisterSignal(parent, list(COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_TOOL_ACT(defuse_tool), COMSIG_ATOM_EXAMINE_MORE) + additional_triggers)
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QDEL_NULL(active_sound_loop)
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on_triggered_callback = null
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on_defused_callback = null
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return ..()
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/// Called when someone touches the parent atom with their hands, we want to blow up
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/datum/component/interaction_booby_trap/proc/on_touched(atom/source)
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SIGNAL_HANDLER
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trigger_explosive(source)
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return COMPONENT_CANCEL_ATTACK_CHAIN
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/// Start a countdown until destruction
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/datum/component/interaction_booby_trap/proc/trigger_explosive(atom/source)
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SIGNAL_HANDLER
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if (explode_timer)
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return
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explode_timer = addtimer(CALLBACK(src, PROC_REF(explode), source), 0.5 SECONDS)
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source.balloon_alert_to_viewers("beep")
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playsound(parent, triggered_sound, 50, FALSE)
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return
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/// Blow up the parent atom and delete ourselves
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/datum/component/interaction_booby_trap/proc/explode(atom/source)
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on_triggered_callback?.Invoke(source)
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var/turf/origin_turf = get_turf(source)
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new /obj/effect/temp_visual/explosion/fast(origin_turf)
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EX_ACT(source, EXPLODE_HEAVY, source)
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explosion(origin = origin_turf, light_impact_range = explosion_light_range, heavy_impact_range = explosion_heavy_range, explosion_cause = src)
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qdel(src)
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/// Defuse the bomb and delete ourselves
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/datum/component/interaction_booby_trap/proc/on_defused(atom/source, mob/user, obj/item/tool)
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SIGNAL_HANDLER
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on_defused_callback?.Invoke(source, user, tool)
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qdel(src)
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return ITEM_INTERACT_BLOCKING
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/// Give people a little hint
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/datum/component/interaction_booby_trap/proc/on_examine(atom/source, mob/examiner, list/examine_list)
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SIGNAL_HANDLER
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var/defuse_hint = (defuse_tool) ? "Perhaps [tool_behaviour_name(defuse_tool)] could help..." : ""
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examine_list += span_warning("There's a light flashing red inside the maintenance panel. [defuse_hint]")
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