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https://github.com/Bubberstation/Bubberstation.git
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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 /🆑
114 lines
3.7 KiB
Plaintext
114 lines
3.7 KiB
Plaintext
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/datum/surgery/amputation
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name = "Amputation"
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surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB | SURGERY_MORBID_CURIOSITY
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possible_locs = list(
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BODY_ZONE_R_ARM,
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BODY_ZONE_L_ARM,
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BODY_ZONE_L_LEG,
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BODY_ZONE_R_LEG,
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BODY_ZONE_HEAD,
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)
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steps = list(
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/datum/surgery_step/incise,
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/datum/surgery_step/retract_skin,
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/datum/surgery_step/clamp_bleeders,
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/datum/surgery_step/saw,
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/datum/surgery_step/clamp_bleeders,
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/datum/surgery_step/sever_limb,
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)
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/datum/surgery/amputation/mechanic
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name = "Disassemble"
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requires_bodypart_type = BODYTYPE_ROBOTIC
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steps = list(
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/datum/surgery_step/mechanic_open,
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/datum/surgery_step/open_hatch,
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/datum/surgery_step/sever_limb/mechanic, //The benefit of being robotic; people can pull you apart in an instant! Wait, that's not a benefit...
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)
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/datum/surgery/amputation/peg
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name = "Detach"
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requires_bodypart_type = BODYTYPE_PEG
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steps = list(
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/datum/surgery_step/sever_limb/peg, //Easy come, easy go
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)
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/datum/surgery/amputation/can_start(mob/user, mob/living/patient)
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if(HAS_TRAIT(patient, TRAIT_NODISMEMBER))
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return FALSE
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return ..()
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/datum/surgery_step/sever_limb
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name = "sever limb (circular saw)"
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implements = list(
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/obj/item/shears = 300,
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TOOL_SCALPEL = 100,
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TOOL_SAW = 100,
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/obj/item/shovel/serrated = 75,
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/obj/item/melee/arm_blade = 80,
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/obj/item/fireaxe = 50,
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/obj/item/hatchet = 40,
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/obj/item/knife/butcher = 25,
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)
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time = 64
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preop_sound = 'sound/items/handling/surgery/scalpel1.ogg'
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success_sound = 'sound/items/handling/surgery/organ2.ogg'
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surgery_effects_mood = TRUE
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/datum/surgery_step/sever_limb/mechanic
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name = "detach limb (wrench or crowbar)"
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implements = list(
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/obj/item/shovel/giant_wrench = 300,
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TOOL_WRENCH = 100,
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TOOL_CROWBAR = 100,
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TOOL_SCALPEL = 50,
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TOOL_SAW = 50,
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)
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time = 20 //WAIT I NEED THAT!!
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preop_sound = 'sound/items/tools/ratchet.ogg'
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preop_sound = 'sound/machines/airlock/doorclick.ogg'
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/datum/surgery_step/sever_limb/peg
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name = "detach limb (circular saw)"
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implements = list(
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TOOL_SAW = 100,
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/obj/item/shovel/serrated = 100,
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/obj/item/fireaxe = 90,
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/obj/item/hatchet = 75,
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TOOL_SCALPEL = 25,
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)
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time = 30
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preop_sound = 'sound/items/handling/surgery/saw.ogg'
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success_sound = 'sound/items/handling/materials/wood_drop.ogg'
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/datum/surgery_step/sever_limb/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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display_results(
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user,
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target,
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span_notice("You begin to sever [target]'s [target.parse_zone_with_bodypart(target_zone)]..."),
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span_notice("[user] begins to sever [target]'s [target.parse_zone_with_bodypart(target_zone)]!"),
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span_notice("[user] begins to sever [target]'s [target.parse_zone_with_bodypart(target_zone)]!"),
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)
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display_pain(target, "You feel a gruesome pain in your [parse_zone(target_zone)]'s joint!")
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/datum/surgery_step/sever_limb/success(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
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display_results(
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user,
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target,
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span_notice("You sever [target]'s [target.parse_zone_with_bodypart(target_zone)]."),
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span_notice("[user] severs [target]'s [target.parse_zone_with_bodypart(target_zone)]!"),
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span_notice("[user] severs [target]'s [target.parse_zone_with_bodypart(target_zone)]!"),
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)
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display_pain(target, "You can no longer feel your severed [target.parse_zone_with_bodypart(target_zone)]!")
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if(HAS_MIND_TRAIT(user, TRAIT_MORBID) && ishuman(user))
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var/mob/living/carbon/human/morbid_weirdo = user
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morbid_weirdo.add_mood_event("morbid_dismemberment", /datum/mood_event/morbid_dismemberment)
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if(surgery.operated_bodypart)
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var/obj/item/bodypart/target_limb = surgery.operated_bodypart
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target_limb.drop_limb()
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return ..()
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