Files
Bubberstation/code/modules/bitrunning/objects/loot_box.dm
grungussuss 58501dce77 Reorganizes the sound folder (#86726)
## 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
/🆑
2024-09-23 22:24:50 -07:00

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/obj/item/storage/lockbox/bitrunning
name = "base class curiosity"
desc = "Talk to a coder."
req_access = list(ACCESS_INACCESSIBLE)
icon_state = "bitrunning+l"
inhand_icon_state = "bitrunning"
base_icon_state = "bitrunning"
icon_locked = "bitrunning+l"
icon_closed = "bitrunning"
icon_broken = "bitrunning+b"
icon_open = "bitrunning"
/obj/item/storage/lockbox/bitrunning/encrypted
name = "encrypted curiosity"
desc = "Needs to be decrypted at the safehouse to be opened."
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
/// Path for the loot we are assigned
var/loot_path
/obj/item/storage/lockbox/bitrunning/encrypted/emag_act(mob/user, obj/item/card/emag/emag_card)
return FALSE
/obj/item/storage/lockbox/bitrunning/decrypted
name = "decrypted curiosity"
desc = "Compiled from the virtual domain. An extra reward of a successful bitrunner."
/// What virtual domain did we come from.
var/datum/lazy_template/virtual_domain/source_domain
/obj/item/storage/lockbox/bitrunning/decrypted/Initialize(
mapload,
datum/lazy_template/virtual_domain/completed_domain,
)
if(isnull(completed_domain))
log_runtime("Decrypted curiosity was created with no source domain.")
return INITIALIZE_HINT_QDEL
if(!istype(completed_domain, /datum/lazy_template/virtual_domain)) // Check if this is a proper virtual domain before doing anything with it
log_runtime("Decrypted curiosity was created with an invalid source domain. [completed_domain.name] ([completed_domain.type]).")
return INITIALIZE_HINT_QDEL
source_domain = completed_domain
. = ..()
atom_storage.max_specific_storage = WEIGHT_CLASS_NORMAL
atom_storage.max_slots = 1
atom_storage.max_total_storage = 3
atom_storage.locked = STORAGE_NOT_LOCKED
icon_state = icon_closed
playsound(src, 'sound/effects/magic/blink.ogg', 50, TRUE)
/obj/item/storage/lockbox/bitrunning/decrypted/PopulateContents()
var/choice = SSbitrunning.pick_secondary_loot(source_domain)
new choice(src)