mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-24 00:21:52 +00:00
## 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
3.0 KiB
Plaintext
86 lines
3.0 KiB
Plaintext
/obj/item/stack/sheet
|
|
name = "sheet"
|
|
lefthand_file = 'icons/mob/inhands/items/sheets_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/items/sheets_righthand.dmi'
|
|
icon_state = "sheet-metal_3"
|
|
full_w_class = WEIGHT_CLASS_NORMAL
|
|
force = 5
|
|
throwforce = 5
|
|
max_amount = 50
|
|
throw_speed = 1
|
|
throw_range = 3
|
|
attack_verb_continuous = list("bashes", "batters", "bludgeons", "thrashes", "smashes")
|
|
attack_verb_simple = list("bash", "batter", "bludgeon", "thrash", "smash")
|
|
novariants = FALSE
|
|
material_flags = MATERIAL_EFFECTS
|
|
pickup_sound = 'sound/items/handling/materials/metal_pick_up.ogg'
|
|
drop_sound = 'sound/items/handling/materials/metal_drop.ogg'
|
|
var/sheettype = null //this is used for girders in the creation of walls/false walls
|
|
///If true, this is worth points in the gulag labour stacker
|
|
var/gulag_valid = FALSE
|
|
///Set to true if this is vended from a material storage
|
|
var/manufactured = FALSE
|
|
///What type of wall does this sheet spawn
|
|
var/walltype
|
|
/// whether this sheet can be sniffed by the material sniffer
|
|
var/sniffable = FALSE
|
|
/// this makes pickup and drop sounds vary
|
|
sound_vary = TRUE
|
|
|
|
/obj/item/stack/sheet/Initialize(mapload, new_amount, merge = TRUE, list/mat_override=null, mat_amt=1)
|
|
. = ..()
|
|
pixel_x = rand(-4, 4)
|
|
pixel_y = rand(-4, 4)
|
|
if(sniffable && amount >= 10 && is_station_level(z))
|
|
GLOB.sniffable_sheets |= src
|
|
|
|
/obj/item/stack/sheet/Destroy(force)
|
|
if(sniffable)
|
|
GLOB.sniffable_sheets -= src
|
|
return ..()
|
|
|
|
/obj/item/stack/sheet/examine(mob/user)
|
|
. = ..()
|
|
if (manufactured && gulag_valid)
|
|
. += "It has been embossed with a manufacturer's mark of guaranteed quality."
|
|
|
|
/obj/item/stack/sheet/add(_amount)
|
|
. = ..()
|
|
if(sniffable && amount >= 10 && is_station_level(z))
|
|
GLOB.sniffable_sheets |= src
|
|
|
|
/obj/item/stack/sheet/merge(obj/item/stack/sheet/target_stack, limit)
|
|
. = ..()
|
|
manufactured = manufactured && target_stack.manufactured
|
|
|
|
/obj/item/stack/sheet/copy_evidences(obj/item/stack/sheet/from)
|
|
. = ..()
|
|
manufactured = from.manufactured
|
|
|
|
/// removing from sniffable handled by the sniffer itself when it checks for targets
|
|
|
|
/**
|
|
* Facilitates sheets being smacked on the floor
|
|
*
|
|
* This is used for crafting by hitting the floor with items.
|
|
* The initial use case is glass sheets breaking in to shards when the floor is hit.
|
|
* Args:
|
|
* * user: The user that did the action
|
|
* * params: paramas passed in from attackby
|
|
*/
|
|
/obj/item/stack/sheet/proc/on_attack_floor(mob/user, params)
|
|
var/list/shards = list()
|
|
for(var/datum/material/mat in custom_materials)
|
|
if(mat.shard_type)
|
|
var/obj/item/new_shard = new mat.shard_type(user.loc)
|
|
new_shard.add_fingerprint(user)
|
|
shards += "\a [new_shard.name]"
|
|
if(!shards.len)
|
|
return FALSE
|
|
user.do_attack_animation(src, ATTACK_EFFECT_BOOP)
|
|
playsound(src, SFX_SHATTER, 70, TRUE)
|
|
use(1)
|
|
user.visible_message(span_notice("[user] shatters the sheet of [name] on the floor, leaving [english_list(shards)]."), \
|
|
span_notice("You shatter the sheet of [name] on the floor, leaving [english_list(shards)]."))
|
|
return TRUE
|