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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 /🆑
363 lines
12 KiB
Plaintext
363 lines
12 KiB
Plaintext
/obj/item/lighter
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name = "\improper Zippo lighter"
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desc = "The zippo."
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icon = 'icons/obj/cigarettes.dmi'
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icon_state = "zippo"
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inhand_icon_state = "zippo"
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worn_icon_state = "lighter"
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w_class = WEIGHT_CLASS_TINY
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obj_flags = CONDUCTS_ELECTRICITY
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slot_flags = ITEM_SLOT_BELT
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resistance_flags = FIRE_PROOF
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grind_results = list(/datum/reagent/iron = 1, /datum/reagent/fuel = 5, /datum/reagent/fuel/oil = 5)
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custom_price = PAYCHECK_CREW * 1.1
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light_system = OVERLAY_LIGHT
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light_range = 2
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light_power = 1.3
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light_color = LIGHT_COLOR_FIRE
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light_on = FALSE
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toolspeed = 1.5
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tool_behaviour = TOOL_WELDER
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///The amount of heat a lighter has while it's on. We're using the define to ensure lighters can't do things we don't want them to.
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var/heat_while_on = HIGH_TEMPERATURE_REQUIRED - 100
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///The amount of time the lighter has been on for, for fuel consumption.
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var/burned_fuel_for = 0
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///The max amount of fuel the lighter can hold.
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var/maximum_fuel = 6
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/// Whether the lighter is lit.
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var/lit = FALSE
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/// Whether the lighter is fancy. Fancy lighters have fancier flavortext and won't burn thumbs.
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var/fancy = TRUE
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/// The engraving overlay used by this lighter.
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var/overlay_state
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/// A list of possible engraving overlays.
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var/list/overlay_list = list(
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"plain",
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"dame",
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"thirteen",
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"snake",
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)
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/obj/item/lighter/Initialize(mapload)
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. = ..()
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create_reagents(maximum_fuel, REFILLABLE | DRAINABLE)
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reagents.add_reagent(/datum/reagent/fuel, maximum_fuel)
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if(!overlay_state)
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overlay_state = pick(overlay_list)
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AddComponent(\
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/datum/component/bullet_intercepting,\
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block_chance = 0.5,\
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active_slots = ITEM_SLOT_SUITSTORE,\
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on_intercepted = CALLBACK(src, PROC_REF(on_intercepted_bullet)),\
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)
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update_appearance()
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/// Destroy the lighter when it's shot by a bullet
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/obj/item/lighter/proc/on_intercepted_bullet(mob/living/victim, obj/projectile/bullet)
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victim.visible_message(span_warning("\The [bullet] shatters on [victim]'s lighter!"))
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playsound(victim, SFX_RICOCHET, 100, TRUE)
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new /obj/effect/decal/cleanable/oil(get_turf(src))
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do_sparks(1, TRUE, src)
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victim.dropItemToGround(src, force = TRUE, silent = TRUE)
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qdel(src)
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/obj/item/lighter/cyborg_unequip(mob/user)
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if(!lit)
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return
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set_lit(FALSE)
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/obj/item/lighter/suicide_act(mob/living/carbon/user)
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if (lit)
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user.visible_message(span_suicide("[user] begins holding \the [src]'s flame up to [user.p_their()] face! It looks like [user.p_theyre()] trying to commit suicide!"))
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playsound(src, 'sound/items/tools/welder.ogg', 50, TRUE)
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return FIRELOSS
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else
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user.visible_message(span_suicide("[user] begins whacking [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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return BRUTELOSS
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/obj/item/lighter/update_icon_state()
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icon_state = "[initial(icon_state)][lit ? "-on" : ""]"
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return ..()
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/obj/item/lighter/update_overlays()
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. = ..()
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. += create_lighter_overlay()
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/// Generates an overlay used by this lighter.
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/obj/item/lighter/proc/create_lighter_overlay()
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return mutable_appearance(icon, "lighter_overlay_[overlay_state][lit ? "-on" : ""]")
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/obj/item/lighter/ignition_effect(atom/A, mob/user)
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if(get_temperature())
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. = span_infoplain(span_rose("With a single flick of [user.p_their()] wrist, [user] smoothly lights [A] with [src]. Damn [user.p_theyre()] cool."))
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/obj/item/lighter/proc/set_lit(new_lit)
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if(lit == new_lit)
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return
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lit = new_lit
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if(lit)
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force = 5
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damtype = BURN
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hitsound = 'sound/items/tools/welder.ogg'
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attack_verb_continuous = string_list(list("burns", "singes"))
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attack_verb_simple = string_list(list("burn", "singe"))
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heat = heat_while_on
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START_PROCESSING(SSobj, src)
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if(fancy)
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playsound(src.loc , 'sound/items/lighter/zippo_on.ogg', 100, 1)
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else
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playsound(src.loc, 'sound/items/lighter/lighter_on.ogg', 100, 1)
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if(isliving(loc))
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var/mob/living/male_model = loc
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if(male_model.fire_stacks && !(male_model.on_fire))
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male_model.ignite_mob()
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else
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hitsound = SFX_SWING_HIT
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force = 0
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heat = 0
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attack_verb_continuous = null //human_defense.dm takes care of it
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attack_verb_simple = null
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STOP_PROCESSING(SSobj, src)
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if(fancy)
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playsound(src.loc , 'sound/items/lighter/zippo_off.ogg', 100, 1)
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else
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playsound(src.loc , 'sound/items/lighter/lighter_off.ogg', 100, 1)
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set_light_on(lit)
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update_appearance()
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/obj/item/lighter/extinguish()
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. = ..()
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set_lit(FALSE)
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/obj/item/lighter/attack_self(mob/living/user)
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if(!user.is_holding(src))
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return ..()
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if(lit)
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set_lit(FALSE)
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if(fancy)
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user.visible_message(
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span_notice("You hear a quiet click, as [user] shuts off [src] without even looking at what [user.p_theyre()] doing. Wow."),
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span_notice("You quietly shut off [src] without even looking at what you're doing. Wow.")
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)
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else
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user.visible_message(
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span_notice("[user] quietly shuts off [src]."),
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span_notice("You quietly shut off [src].")
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)
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return
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if(get_fuel() <= 0)
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return
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set_lit(TRUE)
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if(fancy)
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user.visible_message(
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span_notice("Without even breaking stride, [user] flips open and lights [src] in one smooth movement."),
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span_notice("Without even breaking stride, you flip open and light [src] in one smooth movement.")
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)
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return
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var/hand_protected = FALSE
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var/mob/living/carbon/human/human_user = user
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if(!istype(human_user) || HAS_TRAIT(human_user, TRAIT_RESISTHEAT) || HAS_TRAIT(human_user, TRAIT_RESISTHEATHANDS))
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hand_protected = TRUE
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else if(!istype(human_user.gloves, /obj/item/clothing/gloves))
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hand_protected = FALSE
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else
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var/obj/item/clothing/gloves/gloves = human_user.gloves
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if(gloves.max_heat_protection_temperature)
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hand_protected = (gloves.max_heat_protection_temperature > 360)
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if(hand_protected || prob(75))
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user.visible_message(
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span_notice("After a few attempts, [user] manages to light [src]."),
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span_notice("After a few attempts, you manage to light [src].")
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)
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return
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var/hitzone = user.held_index_to_dir(user.active_hand_index) == "r" ? BODY_ZONE_PRECISE_R_HAND : BODY_ZONE_PRECISE_L_HAND
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user.apply_damage(5, BURN, hitzone)
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user.visible_message(
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span_warning("After a few attempts, [user] manages to light [src] - however, [user.p_they()] burn[user.p_s()] [user.p_their()] finger in the process."),
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span_warning("You burn yourself while lighting the lighter!")
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)
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user.add_mood_event("burnt_thumb", /datum/mood_event/burnt_thumb)
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/obj/item/lighter/attack(mob/living/target_mob, mob/living/user, params)
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if(lit)
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use(0.5)
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if(target_mob.ignite_mob())
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message_admins("[ADMIN_LOOKUPFLW(user)] set [key_name_admin(target_mob)] on fire with [src] at [AREACOORD(user)]")
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log_game("[key_name(user)] set [key_name(target_mob)] on fire with [src] at [AREACOORD(user)]")
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var/obj/item/cigarette/cig = help_light_cig(target_mob)
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if(!lit || !cig || user.combat_mode)
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return ..()
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if(cig.lit)
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to_chat(user, span_warning("The [cig.name] is already lit!"))
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if(target_mob == user)
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cig.attackby(src, user)
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return
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if(fancy)
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cig.light(span_rose("[user] whips the [name] out and holds it for [target_mob]. [user.p_Their()] arm is as steady as the unflickering flame [user.p_they()] light[user.p_s()] \the [cig] with."))
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else
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cig.light(span_notice("[user] holds the [name] out for [target_mob], and lights [target_mob.p_their()] [cig.name]."))
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///Checks if the lighter is able to perform a welding task.
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/obj/item/lighter/tool_use_check(mob/living/user, amount, heat_required)
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if(!lit)
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to_chat(user, span_warning("[src] has to be on to complete this task!"))
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return FALSE
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if(get_fuel() < amount)
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to_chat(user, span_warning("You need more welding fuel to complete this task!"))
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return FALSE
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if(heat < heat_required)
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return FALSE
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return TRUE
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/obj/item/lighter/process(seconds_per_tick)
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if(lit)
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burned_fuel_for += seconds_per_tick
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if(burned_fuel_for >= TOOL_FUEL_BURN_INTERVAL)
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use(used = 0.25)
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open_flame(heat)
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/obj/item/lighter/get_temperature()
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return lit * heat
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/// Uses fuel from the lighter.
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/obj/item/lighter/use(used = 0)
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if(!lit)
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return FALSE
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if(used > 0)
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burned_fuel_for = 0
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if(get_fuel() >= used)
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reagents.remove_reagent(/datum/reagent/fuel, used)
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if(get_fuel() <= 0)
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set_lit(FALSE)
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return TRUE
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return FALSE
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///Returns the amount of fuel
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/obj/item/lighter/proc/get_fuel()
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return reagents.get_reagent_amount(/datum/reagent/fuel)
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/obj/item/lighter/greyscale
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name = "cheap lighter"
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desc = "A cheap lighter."
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icon_state = "lighter"
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maximum_fuel = 3
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fancy = FALSE
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overlay_list = list(
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"transp",
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"tall",
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"matte",
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"zoppo", //u cant stoppo th zoppo
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)
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/// The color of the lighter.
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var/lighter_color
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/// The set of colors this lighter can be autoset as on init.
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var/static/list/color_list = list( //Same 16 color selection as electronic assemblies
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COLOR_ASSEMBLY_BLACK,
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COLOR_FLOORTILE_GRAY,
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COLOR_ASSEMBLY_BGRAY,
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COLOR_ASSEMBLY_WHITE,
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COLOR_ASSEMBLY_RED,
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COLOR_ASSEMBLY_ORANGE,
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COLOR_ASSEMBLY_BEIGE,
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COLOR_ASSEMBLY_BROWN,
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COLOR_ASSEMBLY_GOLD,
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COLOR_ASSEMBLY_YELLOW,
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COLOR_ASSEMBLY_GURKHA,
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COLOR_ASSEMBLY_LGREEN,
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COLOR_ASSEMBLY_GREEN,
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COLOR_ASSEMBLY_LBLUE,
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COLOR_ASSEMBLY_BLUE,
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COLOR_ASSEMBLY_PURPLE
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)
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/obj/item/lighter/greyscale/Initialize(mapload)
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. = ..()
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if(!lighter_color)
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lighter_color = pick(color_list)
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update_appearance()
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/obj/item/lighter/greyscale/create_lighter_overlay()
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var/mutable_appearance/lighter_overlay = ..()
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lighter_overlay.color = lighter_color
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return lighter_overlay
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/obj/item/lighter/greyscale/ignition_effect(atom/A, mob/user)
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if(get_temperature())
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. = span_notice("After some fiddling, [user] manages to light [A] with [src].")
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/obj/item/lighter/slime
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name = "slime zippo"
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desc = "A specialty zippo made from slimes and industry. Has a much hotter flame than normal."
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icon_state = "slighter"
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heat_while_on = parent_type::heat_while_on + 1000 //Blue flame is hotter, this means this does act as a welding tool.
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light_color = LIGHT_COLOR_CYAN
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overlay_state = "slime"
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grind_results = list(/datum/reagent/iron = 1, /datum/reagent/fuel = 5, /datum/reagent/medicine/pyroxadone = 5)
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/obj/item/lighter/skull
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name = "badass zippo"
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desc = "An absolutely badass zippo lighter. Just look at that skull!"
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overlay_state = "skull"
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/obj/item/lighter/mime
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name = "pale zippo"
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desc = "In lieu of fuel, performative spirit can be used to light cigarettes."
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icon_state = "mlighter" //These ones don't show a flame.
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light_color = LIGHT_COLOR_HALOGEN
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heat_while_on = 0 //I swear it's a real lighter dude you just can't see the flame dude I promise
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overlay_state = "mime"
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grind_results = list(/datum/reagent/iron = 1, /datum/reagent/toxin/mutetoxin = 5, /datum/reagent/consumable/nothing = 10)
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light_range = 0
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light_power = 0
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fancy = FALSE
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/obj/item/lighter/mime/ignition_effect(atom/A, mob/user)
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. = span_infoplain("[user] lifts the [name] to the [A], which miraculously lights!")
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/obj/item/lighter/bright
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name = "illuminative zippo"
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desc = "Sustains an incredibly bright chemical reaction when you spark it. Avoid looking directly at the igniter when lit."
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icon_state = "slighter"
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light_color = LIGHT_COLOR_ELECTRIC_CYAN
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overlay_state = "bright"
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grind_results = list(/datum/reagent/iron = 1, /datum/reagent/flash_powder = 10)
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light_range = 8
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light_power = 3 //Irritatingly bright and large enough to cover a small room.
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fancy = FALSE
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/obj/item/lighter/bright/examine(mob/user)
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. = ..()
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if(lit && isliving(user))
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var/mob/living/current_viewer = user
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current_viewer.flash_act(4)
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/obj/item/lighter/bright/ignition_effect(atom/A, mob/user)
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if(get_temperature())
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. = span_infoplain(span_rose("[user] lifts the [src] to the [A], igniting it with a brilliant flash of light!"))
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var/mob/living/current_viewer = user
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current_viewer.flash_act(4)
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/obj/effect/spawner/random/special_lighter
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name = "special lighter spawner"
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icon_state = "lighter"
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loot = list(
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/obj/item/lighter/skull,
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/obj/item/lighter/mime,
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/obj/item/lighter/bright,
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)
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