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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 /🆑
86 lines
3.3 KiB
Plaintext
86 lines
3.3 KiB
Plaintext
/**
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* # High Fiver Element
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*
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* Attach to an item to make it offer a "high five" when offered to people
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*/
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/datum/element/high_fiver
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/datum/element/high_fiver/Attach(datum/target)
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. = ..()
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if(!isitem(target))
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return ELEMENT_INCOMPATIBLE
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RegisterSignal(target, COMSIG_ITEM_OFFERING, PROC_REF(on_offer))
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RegisterSignal(target, COMSIG_ITEM_OFFER_TAKEN, PROC_REF(on_offer_taken))
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/datum/element/high_fiver/Detach(datum/source, ...)
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. = ..()
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UnregisterSignal(source, list(COMSIG_ITEM_OFFERING, COMSIG_ITEM_OFFER_TAKEN))
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/// Signal proc for [COMSIG_ITEM_OFFERING] to set up the high-five on offer
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/datum/element/high_fiver/proc/on_offer(obj/item/source, mob/living/carbon/offerer)
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SIGNAL_HANDLER
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offerer.visible_message(
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span_notice("[offerer] raises [offerer.p_their()] arm, looking for a high-five!"),
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span_notice("You post up, looking for a high-five!"),
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vision_distance = 2,
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)
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offerer.apply_status_effect(/datum/status_effect/offering/no_item_received/high_five, source, /atom/movable/screen/alert/give/highfive)
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return COMPONENT_OFFER_INTERRUPT
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/// Signal proc for [COMSIG_ITEM_OFFER_TAKEN] to continue through with the high-five on take
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/datum/element/high_fiver/proc/on_offer_taken(obj/item/source, mob/living/carbon/offerer, mob/living/carbon/taker)
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SIGNAL_HANDLER
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var/open_hands_taker = 0
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var/slappers_giver = 0
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// see how many hands the taker has open for high'ing
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for(var/hand in taker.held_items)
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if(isnull(hand))
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open_hands_taker++
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// see how many hands the offerer is using for high'ing
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for(var/obj/item/slap_check in offerer.held_items)
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if(slap_check.item_flags & HAND_ITEM)
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slappers_giver++
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var/high_ten = (slappers_giver >= 2)
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var/descriptor = "high-[high_ten ? "ten" : "five"]"
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if(open_hands_taker <= 0)
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to_chat(taker, span_warning("You can't [descriptor] [offerer] with no open hands!"))
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taker.add_mood_event(descriptor, /datum/mood_event/high_five_full_hand) // not so successful now!
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return COMPONENT_OFFER_INTERRUPT
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playsound(offerer, 'sound/items/weapons/slap.ogg', min(50 * slappers_giver, 300), TRUE, 1)
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offerer.add_mob_memory(/datum/memory/high_five, deuteragonist = taker, high_five_type = descriptor, high_ten = high_ten)
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taker.add_mob_memory(/datum/memory/high_five, deuteragonist = offerer, high_five_type = descriptor, high_ten = high_ten)
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if(high_ten)
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to_chat(taker, span_nicegreen("You give high-tenning [offerer] your all!"))
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offerer.visible_message(
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span_notice("[taker] enthusiastically high-tens [offerer]!"),
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span_nicegreen("Wow! You're high-tenned [taker]!"),
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span_hear("You hear a sickening sound of flesh hitting flesh!"),
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ignored_mobs = taker,
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)
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offerer.add_mood_event(descriptor, /datum/mood_event/high_ten)
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taker.add_mood_event(descriptor, /datum/mood_event/high_ten)
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else
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to_chat(taker, span_nicegreen("You high-five [offerer]!"))
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offerer.visible_message(
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span_notice("[taker] high-fives [offerer]!"),
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span_nicegreen("All right! You're high-fived by [taker]!"),
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span_hear("You hear a sickening sound of flesh hitting flesh!"),
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ignored_mobs = taker,
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)
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offerer.add_mood_event(descriptor, /datum/mood_event/high_five)
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taker.add_mood_event(descriptor, /datum/mood_event/high_five)
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offerer.remove_status_effect(/datum/status_effect/offering/no_item_received/high_five)
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return COMPONENT_OFFER_INTERRUPT
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