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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 /🆑
37 lines
1.2 KiB
Plaintext
37 lines
1.2 KiB
Plaintext
//Nuclear particle projectile - a deadly side effect of fusion
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/obj/projectile/energy/nuclear_particle
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name = "nuclear particle"
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icon_state = "nuclear_particle"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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armor_flag = ENERGY
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damage_type = TOX
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damage = 10
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speed = 0.4
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hitsound = 'sound/items/weapons/emitter2.ogg'
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impact_type = /obj/effect/projectile/impact/xray
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var/static/list/particle_colors = list(
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"red" = COLOR_RED,
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"blue" = COLOR_VIBRANT_LIME,
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"green" = COLOR_BLUE,
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"yellow" = COLOR_YELLOW,
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"cyan" = COLOR_CYAN,
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"purple" = COLOR_MAGENTA
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)
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/obj/projectile/energy/nuclear_particle/Initialize(mapload)
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. = ..()
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//Random color time!
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var/our_color = pick(particle_colors)
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add_atom_colour(particle_colors[our_color], FIXED_COLOUR_PRIORITY)
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set_light(4, 3, particle_colors[our_color]) //Range of 4, brightness of 3 - Same range as a flashlight
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/obj/projectile/energy/nuclear_particle/on_hit(atom/target, blocked, pierce_hit)
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if (ishuman(target))
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SSradiation.irradiate(target)
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..()
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/atom/proc/fire_nuclear_particle(angle = rand(0,360)) //used by fusion to fire random nuclear particles. Fires one particle in a random direction.
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var/obj/projectile/energy/nuclear_particle/P = new /obj/projectile/energy/nuclear_particle(src)
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P.fire(angle)
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