mirror of
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 /🆑
269 lines
11 KiB
Plaintext
269 lines
11 KiB
Plaintext
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/////BONE FIXING SURGERIES//////
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///// Repair Hairline Fracture (Severe)
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/datum/surgery/repair_bone_hairline
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name = "Repair bone fracture (hairline)"
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surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB | SURGERY_REQUIRES_REAL_LIMB
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targetable_wound = /datum/wound/blunt/bone/severe
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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_R_LEG,
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BODY_ZONE_L_LEG,
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BODY_ZONE_CHEST,
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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/repair_bone_hairline,
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/datum/surgery_step/close,
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)
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///// Repair Compound Fracture (Critical)
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/datum/surgery/repair_bone_compound
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name = "Repair Compound Fracture"
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surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB | SURGERY_REQUIRES_REAL_LIMB
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targetable_wound = /datum/wound/blunt/bone/critical
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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_R_LEG,
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BODY_ZONE_L_LEG,
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BODY_ZONE_CHEST,
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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/reset_compound_fracture,
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/datum/surgery_step/repair_bone_compound,
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/datum/surgery_step/close,
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)
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//SURGERY STEPS
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///// Repair Hairline Fracture (Severe)
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/datum/surgery_step/repair_bone_hairline
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name = "repair hairline fracture (bonesetter/bone gel/tape)"
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implements = list(
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TOOL_BONESET = 100,
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/obj/item/stack/medical/bone_gel = 100,
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/obj/item/stack/sticky_tape/surgical = 100,
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/obj/item/stack/sticky_tape/super = 50,
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/obj/item/stack/sticky_tape = 30)
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time = 40
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/datum/surgery_step/repair_bone_hairline/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(surgery.operated_wound)
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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 repair the fracture in [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]..."),
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span_notice("[user] begins to repair the fracture in [target]'s [target.parse_zone_with_bodypart(user.zone_selected)] with [tool]."),
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span_notice("[user] begins to repair the fracture in [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]."),
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)
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display_pain(target, "Your [target.parse_zone_with_bodypart(user.zone_selected)] aches with pain!")
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else
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user.visible_message(span_notice("[user] looks for [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]."), span_notice("You look for [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]..."))
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/datum/surgery_step/repair_bone_hairline/success(mob/living/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
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if(surgery.operated_wound)
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if(isstack(tool))
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var/obj/item/stack/used_stack = tool
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used_stack.use(1)
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display_results(
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user,
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target,
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span_notice("You successfully repair the fracture in [target]'s [target.parse_zone_with_bodypart(target_zone)]."),
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span_notice("[user] successfully repairs the fracture in [target]'s [target.parse_zone_with_bodypart(target_zone)] with [tool]!"),
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span_notice("[user] successfully repairs the fracture in [target]'s [target.parse_zone_with_bodypart(target_zone)]!"),
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)
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log_combat(user, target, "repaired a hairline fracture in", addition="COMBAT_MODE: [uppertext(user.combat_mode)]")
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qdel(surgery.operated_wound)
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else
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to_chat(user, span_warning("[target] has no hairline fracture there!"))
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return ..()
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/datum/surgery_step/repair_bone_hairline/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, fail_prob = 0)
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..()
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if(isstack(tool))
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var/obj/item/stack/used_stack = tool
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used_stack.use(1)
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///// Reset Compound Fracture (Crticial)
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/datum/surgery_step/reset_compound_fracture
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name = "reset bone (bonesetter)"
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implements = list(
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TOOL_BONESET = 100,
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/obj/item/stack/sticky_tape/surgical = 60,
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/obj/item/stack/sticky_tape/super = 40,
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/obj/item/stack/sticky_tape = 20)
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time = 40
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/datum/surgery_step/reset_compound_fracture/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(surgery.operated_wound)
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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 reset the bone in [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]..."),
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span_notice("[user] begins to reset the bone in [target]'s [target.parse_zone_with_bodypart(user.zone_selected)] with [tool]."),
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span_notice("[user] begins to reset the bone in [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]."),
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)
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display_pain(target, "The aching pain in your [target.parse_zone_with_bodypart(user.zone_selected)] is overwhelming!")
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else
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user.visible_message(span_notice("[user] looks for [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]."), span_notice("You look for [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]..."))
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/datum/surgery_step/reset_compound_fracture/success(mob/living/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
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if(surgery.operated_wound)
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if(isstack(tool))
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var/obj/item/stack/used_stack = tool
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used_stack.use(1)
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display_results(
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user,
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target,
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span_notice("You successfully reset the bone in [target]'s [target.parse_zone_with_bodypart(target_zone)]."),
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span_notice("[user] successfully resets the bone in [target]'s [target.parse_zone_with_bodypart(target_zone)] with [tool]!"),
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span_notice("[user] successfully resets the bone in [target]'s [target.parse_zone_with_bodypart(target_zone)]!"),
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)
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log_combat(user, target, "reset a compound fracture in", addition="COMBAT MODE: [uppertext(user.combat_mode)]")
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else
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to_chat(user, span_warning("[target] has no compound fracture there!"))
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return ..()
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/datum/surgery_step/reset_compound_fracture/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, fail_prob = 0)
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..()
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if(isstack(tool))
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var/obj/item/stack/used_stack = tool
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used_stack.use(1)
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#define IMPLEMENTS_THAT_FIX_BONES list( \
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/obj/item/stack/medical/bone_gel = 100, \
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/obj/item/stack/sticky_tape/surgical = 100, \
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/obj/item/stack/sticky_tape/super = 50, \
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/obj/item/stack/sticky_tape = 30, \
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)
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///// Repair Compound Fracture (Crticial)
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/datum/surgery_step/repair_bone_compound
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name = "repair compound fracture (bone gel/tape)"
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implements = IMPLEMENTS_THAT_FIX_BONES
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time = 40
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/datum/surgery_step/repair_bone_compound/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(surgery.operated_wound)
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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 repair the fracture in [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]..."),
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span_notice("[user] begins to repair the fracture in [target]'s [target.parse_zone_with_bodypart(user.zone_selected)] with [tool]."),
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span_notice("[user] begins to repair the fracture in [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]."),
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)
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display_pain(target, "The aching pain in your [target.parse_zone_with_bodypart(user.zone_selected)] is overwhelming!")
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else
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user.visible_message(span_notice("[user] looks for [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]."), span_notice("You look for [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]..."))
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/datum/surgery_step/repair_bone_compound/success(mob/living/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
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if(surgery.operated_wound)
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if(isstack(tool))
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var/obj/item/stack/used_stack = tool
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used_stack.use(1)
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display_results(
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user,
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target,
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span_notice("You successfully repair the fracture in [target]'s [target.parse_zone_with_bodypart(target_zone)]."),
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span_notice("[user] successfully repairs the fracture in [target]'s [target.parse_zone_with_bodypart(target_zone)] with [tool]!"),
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span_notice("[user] successfully repairs the fracture in [target]'s [target.parse_zone_with_bodypart(target_zone)]!"),
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)
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log_combat(user, target, "repaired a compound fracture in", addition="COMBAT MODE: [uppertext(user.combat_mode)]")
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qdel(surgery.operated_wound)
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else
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to_chat(user, span_warning("[target] has no compound fracture there!"))
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return ..()
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/datum/surgery_step/repair_bone_compound/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, fail_prob = 0)
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..()
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if(isstack(tool))
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var/obj/item/stack/used_stack = tool
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used_stack.use(1)
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/// Surgery to repair cranial fissures
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/datum/surgery/cranial_reconstruction
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name = "Cranial reconstruction"
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surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB | SURGERY_REQUIRES_REAL_LIMB
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targetable_wound = /datum/wound/cranial_fissure
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possible_locs = list(
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BODY_ZONE_HEAD,
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)
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steps = list(
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/datum/surgery_step/clamp_bleeders/discard_skull_debris,
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/datum/surgery_step/repair_skull
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)
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/datum/surgery_step/clamp_bleeders/discard_skull_debris
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name = "discard skull debris (hemostat)"
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implements = list(
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TOOL_HEMOSTAT = 100,
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TOOL_WIRECUTTER = 40,
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TOOL_SCREWDRIVER = 40,
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)
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time = 2.4 SECONDS
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preop_sound = 'sound/items/handling/surgery/hemostat1.ogg'
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/datum/surgery_step/clamp_bleeders/discard_skull_debris/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 discard the smaller skull debris in [target]'s [target.parse_zone_with_bodypart(target_zone)]..."),
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span_notice("[user] begins to discard the smaller skull debris in [target]'s [target.parse_zone_with_bodypart(target_zone)]..."),
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span_notice("[user] begins to poke around in [target]'s [target.parse_zone_with_bodypart(target_zone)]..."),
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)
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display_pain(target, "Your brain feels like it's getting stabbed by little shards of glass!")
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/datum/surgery_step/repair_skull
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name = "repair skull (bone gel/tape)"
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implements = IMPLEMENTS_THAT_FIX_BONES
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time = 4 SECONDS
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/datum/surgery_step/repair_skull/preop(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery)
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ASSERT(surgery.operated_wound, "Repairing skull without a wound")
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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 repair [target]'s skull as best you can..."),
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span_notice("[user] begins to repair [target]'s skull with [tool]."),
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span_notice("[user] begins to repair [target]'s skull."),
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)
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display_pain(target, "You can feel pieces of your skull rubbing against your brain!")
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/datum/surgery_step/repair_skull/success(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results)
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if (isnull(surgery.operated_wound))
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to_chat(user, span_warning("[target]'s skull is fine!"))
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return ..()
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if (isstack(tool))
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var/obj/item/stack/used_stack = tool
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used_stack.use(1)
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display_results(
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user,
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target,
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span_notice("You successfully repair [target]'s skull."),
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span_notice("[user] successfully repairs [target]'s skull with [tool]."),
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span_notice("[user] successfully repairs [target]'s skull.")
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)
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qdel(surgery.operated_wound)
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return ..()
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#undef IMPLEMENTS_THAT_FIX_BONES
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