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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 /🆑
110 lines
4.1 KiB
Plaintext
110 lines
4.1 KiB
Plaintext
/**
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* # Destructive scanner
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*
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* Placed machine that handles destructive experiments (but can also do the normal ones)
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*/
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/obj/machinery/destructive_scanner
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name = "Experimental Destructive Scanner"
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desc = "A much larger version of the hand-held scanner, a charred label warns about its destructive capabilities."
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icon = 'icons/obj/machines/destructive_scanner.dmi'
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icon_state = "tube_open"
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circuit = /obj/item/circuitboard/machine/destructive_scanner
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layer = MOB_LAYER
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var/scanning = FALSE
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// Late load to ensure the component initialization occurs after the machines are initialized
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/obj/machinery/destructive_scanner/post_machine_initialize()
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. = ..()
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var/static/list/destructive_signals = list(
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COMSIG_MACHINERY_DESTRUCTIVE_SCAN = TYPE_PROC_REF(/datum/component/experiment_handler, try_run_destructive_experiment),
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)
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AddComponent(/datum/component/experiment_handler, \
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allowed_experiments = list(/datum/experiment/scanning),\
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config_mode = EXPERIMENT_CONFIG_CLICK, \
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start_experiment_callback = CALLBACK(src, PROC_REF(activate)), \
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experiment_signals = destructive_signals, \
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)
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///Activates the machine; checks if it can actually scan, then starts.
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/obj/machinery/destructive_scanner/proc/activate()
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var/atom/pickup_zone = drop_location()
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var/aggressive = FALSE
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for(var/mob/living/living_mob in pickup_zone)
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if(!(obj_flags & EMAGGED) && ishuman(living_mob)) //Can only kill humans when emagged.
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playsound(src, 'sound/machines/buzz/buzz-sigh.ogg', 25)
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say("Cannot scan with humans inside.")
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return
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aggressive = TRUE
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start_closing(aggressive)
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use_energy(idle_power_usage)
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///Closes the machine to kidnap everything in the turf into it.
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/obj/machinery/destructive_scanner/proc/start_closing(aggressive)
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if(scanning)
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return
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var/atom/pickup_zone = drop_location()
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for(var/atom/movable/to_pickup in pickup_zone)
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to_pickup.forceMove(src)
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flick("tube_down", src)
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scanning = TRUE
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update_icon()
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playsound(src, 'sound/machines/destructive_scanner/TubeDown.ogg', 100)
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use_energy(idle_power_usage)
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addtimer(CALLBACK(src, PROC_REF(start_scanning), aggressive), 1.2 SECONDS)
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///Starts scanning the fancy scanning effects
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/obj/machinery/destructive_scanner/proc/start_scanning(aggressive)
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if(aggressive)
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playsound(src, 'sound/machines/destructive_scanner/ScanDangerous.ogg', 100, extrarange = 5)
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else
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playsound(src, 'sound/machines/destructive_scanner/ScanSafe.ogg', 100)
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use_energy(active_power_usage)
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addtimer(CALLBACK(src, PROC_REF(finish_scanning), aggressive), 6 SECONDS)
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///Performs the actual scan, happens once the tube effects are done
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/obj/machinery/destructive_scanner/proc/finish_scanning(aggressive)
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flick("tube_up", src)
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scanning = FALSE
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update_icon()
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playsound(src, 'sound/machines/destructive_scanner/TubeUp.ogg', 100)
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addtimer(CALLBACK(src, PROC_REF(open), aggressive), 1.2 SECONDS)
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///Opens the machine to let out any contents. If the scan had mobs it'll gib them.
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/obj/machinery/destructive_scanner/proc/open(aggressive)
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var/turf/this_turf = get_turf(src)
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var/list/scanned_atoms = list()
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for(var/atom/movable/movable_atom in contents)
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if(movable_atom in component_parts)
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continue
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scanned_atoms += movable_atom
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movable_atom.forceMove(this_turf)
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if(isliving(movable_atom))
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var/mob/living/fucked_up_thing = movable_atom
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fucked_up_thing.investigate_log("has been gibbed by [src].", INVESTIGATE_DEATHS)
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fucked_up_thing.gib(DROP_ALL_REMAINS)
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SEND_SIGNAL(src, COMSIG_MACHINERY_DESTRUCTIVE_SCAN, scanned_atoms)
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/obj/machinery/destructive_scanner/emag_act(mob/user, obj/item/card/emag/emag_card)
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if(obj_flags & EMAGGED)
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return FALSE
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obj_flags |= EMAGGED
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playsound(src, SFX_SPARKS, 75, TRUE, SILENCED_SOUND_EXTRARANGE)
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balloon_alert(user, "safety sensor BIOS disabled")
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return TRUE
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/obj/machinery/destructive_scanner/update_icon_state()
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. = ..()
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icon_state = scanning ? "tube_on" : "tube_open"
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/obj/machinery/destructive_scanner/attackby(obj/item/object, mob/user, params)
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if (!scanning && default_deconstruction_screwdriver(user, "tube_open", "tube_open", object) || default_deconstruction_crowbar(object))
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update_icon()
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return
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return ..()
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